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author | Vitaliy <silverunicorn2011@yandex.ru> | 2017-11-09 01:56:20 +0300 |
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committer | Loïc Blot <nerzhul@users.noreply.github.com> | 2017-11-08 23:56:20 +0100 |
commit | 20a85d76d94c9c5c7fbe198c3d0e1fbee97a485f (patch) | |
tree | 67378802190117d8271b3b6d489a92bcb16203b7 /src/mapgen/mapgen_v6.cpp | |
parent | fc9747eb4b7f75e59a28957bc50f7a78256b3d66 (diff) | |
download | minetest-20a85d76d94c9c5c7fbe198c3d0e1fbee97a485f.tar.gz minetest-20a85d76d94c9c5c7fbe198c3d0e1fbee97a485f.tar.bz2 minetest-20a85d76d94c9c5c7fbe198c3d0e1fbee97a485f.zip |
Move files to subdirectories (#6599)
* Move files around
Diffstat (limited to 'src/mapgen/mapgen_v6.cpp')
-rw-r--r-- | src/mapgen/mapgen_v6.cpp | 1123 |
1 files changed, 1123 insertions, 0 deletions
diff --git a/src/mapgen/mapgen_v6.cpp b/src/mapgen/mapgen_v6.cpp new file mode 100644 index 000000000..6dcf834d2 --- /dev/null +++ b/src/mapgen/mapgen_v6.cpp @@ -0,0 +1,1123 @@ +/* +Minetest +Copyright (C) 2010-2015 celeron55, Perttu Ahola <celeron55@gmail.com> +Copyright (C) 2013-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net> +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 "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, MapgenV6Params *params, EmergeManager *emerge) + : Mapgen(mapgenid, params, emerge) +{ + m_emerge = emerge; + ystride = csize.X; //////fix this + + heightmap = new s16[csize.X * csize.Z]; + + spflags = params->spflags; + freq_desert = params->freq_desert; + freq_beach = params->freq_beach; + + np_cave = ¶ms->np_cave; + np_humidity = ¶ms->np_humidity; + np_trees = ¶ms->np_trees; + np_apple_trees = ¶ms->np_apple_trees; + + //// Create noise objects + noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Y); + noise_terrain_higher = new Noise(¶ms->np_terrain_higher, seed, csize.X, csize.Y); + noise_steepness = new Noise(¶ms->np_steepness, seed, csize.X, csize.Y); + noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Y); + noise_mud = new Noise(¶ms->np_mud, seed, csize.X, csize.Y); + noise_beach = new Noise(¶ms->np_beach, seed, csize.X, csize.Y); + noise_biome = new Noise(¶ms->np_biome, seed, + csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE); + noise_humidity = new Noise(¶ms->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"); + + if (c_gravel == CONTENT_IGNORE) + c_gravel = c_stone; + if (c_desert_stone == CONTENT_IGNORE) + c_desert_stone = c_stone; + if (c_desert_sand == CONTENT_IGNORE) + c_desert_sand = c_sand; + 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; + + c_cobble = ndef->getId("mapgen_cobble"); + c_mossycobble = ndef->getId("mapgen_mossycobble"); + c_stair_cobble = ndef->getId("mapgen_stair_cobble"); + c_stair_desert_stone = ndef->getId("mapgen_stair_desert_stone"); + + if (c_mossycobble == CONTENT_IGNORE) + c_mossycobble = c_cobble; + if (c_stair_cobble == CONTENT_IGNORE) + c_stair_cobble = c_cobble; + if (c_stair_desert_stone == CONTENT_IGNORE) + c_stair_desert_stone = c_desert_stone; +} + + +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(): + np_terrain_base (-4, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 2.0), + np_terrain_higher (20, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 2.0), + np_steepness (0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 2.0), + np_height_select (0, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69, 2.0), + np_mud (4, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 2.0), + np_beach (0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50, 2.0), + np_biome (0, 1.0, v3f(500.0, 500.0, 500.0), 9130, 3, 0.50, 2.0), + np_cave (6, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50, 2.0), + np_humidity (0.5, 0.5, v3f(500.0, 500.0, 500.0), 72384, 3, 0.50, 2.0), + np_trees (0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66, 2.0), + np_apple_trees (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) +{ + const 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; + + 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) + 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) + 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; +} + + +int MapgenV6::getSpawnLevelAtPoint(v2s16 p) +{ + s16 level_at_point = baseTerrainLevelFromNoise(p) + MGV6_AVERAGE_MUD_AMOUNT; + if (level_at_point <= water_level || + level_at_point > water_level + 16) + return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point + + return level_at_point; +} + + +//////////////////////// 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; + + 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) + 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; + + return BT_DESERT; + } + + if (d < MGV6_FREQ_SNOW + blend) { + if (h > MGV6_FREQ_TAIGA + blend) + return BT_TAIGA; + + return BT_TUNDRA; + } + + return BT_NORMAL; + } + + 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; + + 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); + + // 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.seed = seed; + dp.c_water = c_water_source; + dp.c_river_water = c_water_source; + + dp.only_in_ground = true; + dp.corridor_len_min = 1; + dp.corridor_len_max = 13; + dp.rooms_min = 2; + dp.rooms_max = 16; + dp.y_min = -MAX_MAP_GENERATION_LIMIT; + dp.y_max = MAX_MAP_GENERATION_LIMIT; + + dp.np_density + = NoiseParams(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0); + dp.np_alt_wall + = NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0); + + if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) { + dp.c_wall = c_desert_stone; + dp.c_alt_wall = CONTENT_IGNORE; + dp.c_stair = c_stair_desert_stone; + + dp.diagonal_dirs = true; + dp.holesize = v3s16(2, 3, 2); + dp.room_size_min = v3s16(6, 9, 6); + dp.room_size_max = v3s16(10, 11, 10); + dp.room_size_large_min = v3s16(10, 13, 10); + dp.room_size_large_max = v3s16(18, 21, 18); + dp.notifytype = GENNOTIFY_TEMPLE; + } else { + dp.c_wall = c_cobble; + dp.c_alt_wall = c_mossycobble; + dp.c_stair = c_stair_cobble; + + dp.diagonal_dirs = false; + dp.holesize = v3s16(1, 2, 1); + dp.room_size_min = v3s16(4, 4, 4); + dp.room_size_max = v3s16(8, 6, 8); + dp.room_size_large_min = v3s16(8, 8, 8); + dp.room_size_large_max = v3s16(16, 16, 16); + dp.notifytype = GENNOTIFY_DUNGEON; + } + + DungeonGen dgen(ndef, &gennotify, &dp); + dgen.generate(vm, 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) + 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)) { + 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 + const 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; + const 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); + + const 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)) + 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 walkable. Cancel + // dropping if upper keeps it in place. + u32 i3 = i; + vm->m_area.add_y(em, i3, 1); + MapNode *n3 = NULL; + + if (vm->m_area.contains(i3)) { + n3 = &vm->m_data[i3]; + if (ndef->get(*n3).walkable) + continue; + } + + // Drop mud on side + for (const v3s16 &dirp : dirs4) { + 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)) + 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)) + 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) || + n2->getContent() == CONTENT_IGNORE) { + dropped_to_unknown = true; + break; + } + } while (!ndef->get(*n2).walkable); + // Loop one up so that we're in air + vm->m_area.add_y(em, i2, 1); + + // Move mud to new place. Outside mapchunk remove + // any decorations above removed or placed mud. + if (!dropped_to_unknown) + moveMud(i, i2, i3, p2d, em); + + // Done + break; + } + } + } + } + } +} + + +void MapgenV6::moveMud(u32 remove_index, u32 place_index, + u32 above_remove_index, v2s16 pos, v3s16 em) +{ + MapNode n_air(CONTENT_AIR); + // Copy mud from old place to new place + vm->m_data[place_index] = vm->m_data[remove_index]; + // Set old place to be air + vm->m_data[remove_index] = n_air; + // Outside the mapchunk decorations may need to be removed if above removed + // mud or if half-buried in placed mud. Placed mud is to the side of pos so + // use 'pos.X >= node_max.X' etc. + if (pos.X >= node_max.X || pos.X <= node_min.X || + pos.Y >= node_max.Z || pos.Y <= node_min.Z) { + // 'above remove' node is above removed mud. If it is not air, water or + // 'ignore' it is a decoration that needs removing. Also search upwards + // to remove a possible stacked decoration. + // Check for 'ignore' because stacked decorations can penetrate into + // 'ignore' nodes above the mapchunk. + while (vm->m_area.contains(above_remove_index) && + vm->m_data[above_remove_index].getContent() != CONTENT_AIR && + vm->m_data[above_remove_index].getContent() != c_water_source && + vm->m_data[above_remove_index].getContent() != CONTENT_IGNORE) { + vm->m_data[above_remove_index] = n_air; + vm->m_area.add_y(em, above_remove_index, 1); + } + // Mud placed may have partially-buried a stacked decoration, search + // above and remove. + vm->m_area.add_y(em, place_index, 1); + while (vm->m_area.contains(place_index) && + vm->m_data[place_index].getContent() != CONTENT_AIR && + vm->m_data[place_index].getContent() != c_water_source && + vm->m_data[place_index].getContent() != CONTENT_IGNORE) { + vm->m_data[place_index] = n_air; + vm->m_area.add_y(em, place_index, 1); + } + } +} + + +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); + const 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 { + tree_count = 0; + } + + // Add jungle grass + if (bt == BT_JUNGLE) { + float humidity = getHumidity(p2d_center); + u32 grass_count = 5 * humidity * tree_count; + for (u32 i = 0; i < grass_count; i++) { + s16 x = grassrandom.range(p2d_min.X, p2d_max.X); + s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y); + int mapindex = central_area_size.X * (z - node_min.Z) + + (x - node_min.X); + s16 y = heightmap[mapindex]; + if (y < water_level) + continue; + + u32 vi = vm->m_area.index(x, y, z); + // place on dirt_with_grass, since we know it is exposed to sunlight + if (vm->m_data[vi].getContent() == c_dirt_with_grass) { + vm->m_area.add_y(em, vi, 1); + vm->m_data[vi] = n_junglegrass; + } + } + } + + // Put trees in random places on part of division + for (u32 i = 0; i < tree_count; i++) { + s16 x = myrand_range(p2d_min.X, p2d_max.X); + s16 z = myrand_range(p2d_min.Y, p2d_max.Y); + int mapindex = central_area_size.X * (z - node_min.Z) + + (x - node_min.X); + s16 y = heightmap[mapindex]; + // Don't make a tree under water level + // Don't make a tree so high that it doesn't fit + if (y < water_level || y > node_max.Y - 6) + continue; + + v3s16 p(x, y, z); + // Trees grow only on mud and grass + { + u32 i = vm->m_area.index(p); + content_t c = vm->m_data[i].getContent(); + if (c != c_dirt && + c != c_dirt_with_grass && + c != c_dirt_with_snow) + continue; + } + p.Y++; + + // Make a tree + if (bt == BT_JUNGLE) { + treegen::make_jungletree(*vm, p, ndef, myrand()); + } else if (bt == BT_TAIGA) { + treegen::make_pine_tree(*vm, p - v3s16(0, 1, 0), ndef, myrand()); + } else if (bt == BT_NORMAL) { + bool is_apple_tree = (myrand_range(0, 3) == 0) && + getHaveAppleTree(v2s16(x, z)); + treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand()); + } + } + } + //printf("placeTreesAndJungleGrass: %dms\n", t.stop()); +} + + +void MapgenV6::growGrass() // Add surface nodes +{ + MapNode n_dirt_with_grass(c_dirt_with_grass); + MapNode n_dirt_with_snow(c_dirt_with_snow); + MapNode n_snowblock(c_snowblock); + MapNode n_snow(c_snow); + const v3s16 &em = vm->m_area.getExtent(); + + u32 index = 0; + for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++) + for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) { + // Find the lowest surface to which enough light ends up to make + // grass grow. Basically just wait until not air and not leaves. + s16 surface_y = 0; + { + u32 i = vm->m_area.index(x, node_max.Y, z); + s16 y; + // Go to ground level + for (y = node_max.Y; y >= full_node_min.Y; y--) { + MapNode &n = vm->m_data[i]; + if (ndef->get(n).param_type != CPT_LIGHT || + ndef->get(n).liquid_type != LIQUID_NONE || + n.getContent() == c_ice) + break; + vm->m_area.add_y(em, i, -1); + } + surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y; + } + + BiomeV6Type bt = getBiome(index, v2s16(x, z)); + u32 i = vm->m_area.index(x, surface_y, z); + content_t c = vm->m_data[i].getContent(); + if (surface_y >= water_level - 20) { + if (bt == BT_TAIGA && c == c_dirt) { + vm->m_data[i] = n_dirt_with_snow; + } else if (bt == BT_TUNDRA) { + if (c == c_dirt) { + vm->m_data[i] = n_snowblock; + vm->m_area.add_y(em, i, -1); + vm->m_data[i] = n_dirt_with_snow; + } else if (c == c_stone && surface_y < node_max.Y) { + vm->m_area.add_y(em, i, 1); + vm->m_data[i] = n_snowblock; + } + } else if (c == c_dirt) { + vm->m_data[i] = n_dirt_with_grass; + } + } + } +} + + +void MapgenV6::generateCaves(int max_stone_y) +{ + float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed); + int volume_nodes = (node_max.X - node_min.X + 1) * + (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE; + cave_amount = MYMAX(0.0, cave_amount); + u32 caves_count = cave_amount * volume_nodes / 50000; + u32 bruises_count = 1; + PseudoRandom ps(blockseed + 21343); + PseudoRandom ps2(blockseed + 1032); + + if (ps.range(1, 6) == 1) + bruises_count = ps.range(0, ps.range(0, 2)); + + if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) { + caves_count /= 3; + bruises_count /= 3; + } + + for (u32 i = 0; i < caves_count + bruises_count; i++) { + CavesV6 cave(ndef, &gennotify, water_level, c_water_source, c_lava_source); + + bool large_cave = (i >= caves_count); + cave.makeCave(vm, node_min, node_max, &ps, &ps2, + large_cave, max_stone_y, heightmap); + } +} |