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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_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_v6.cpp')
-rw-r--r-- | src/mapgen_v6.cpp | 1123 |
1 files changed, 0 insertions, 1123 deletions
diff --git a/src/mapgen_v6.cpp b/src/mapgen_v6.cpp deleted file mode 100644 index 6dcf834d2..000000000 --- a/src/mapgen_v6.cpp +++ /dev/null @@ -1,1123 +0,0 @@ -/* -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); - } -} |