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path: root/src/mapgen/mg_decoration.h
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/*
Minetest
Copyright (C) 2014-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
Copyright (C) 2015-2018 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.
*/

#pragma once

#include <unordered_set>
#include "objdef.h"
#include "noise.h"
#include "nodedef.h"

typedef u16 biome_t;  // copy from mg_biome.h to avoid an unnecessary include

class Mapgen;
class MMVManip;
class PcgRandom;
class Schematic;

enum DecorationType {
	DECO_SIMPLE,
	DECO_SCHEMATIC,
	DECO_LSYSTEM
};

#define DECO_PLACE_CENTER_X  0x01
#define DECO_PLACE_CENTER_Y  0x02
#define DECO_PLACE_CENTER_Z  0x04
#define DECO_USE_NOISE       0x08
#define DECO_FORCE_PLACEMENT 0x10
#define DECO_LIQUID_SURFACE  0x20
#define DECO_ALL_FLOORS      0x40
#define DECO_ALL_CEILINGS    0x80

extern FlagDesc flagdesc_deco[];


class Decoration : public ObjDef, public NodeResolver {
public:
	Decoration() = default;
	virtual ~Decoration() = default;

	virtual void resolveNodeNames();

	bool canPlaceDecoration(MMVManip *vm, v3s16 p);
	size_t placeDeco(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax);

	virtual size_t generate(MMVManip *vm, PcgRandom *pr, v3s16 p, bool ceiling) = 0;

	u32 flags = 0;
	int mapseed = 0;
	std::vector<content_t> c_place_on;
	s16 sidelen = 1;
	s16 y_min;
	s16 y_max;
	float fill_ratio = 0.0f;
	NoiseParams np;
	std::vector<content_t> c_spawnby;
	s16 nspawnby;
	s16 place_offset_y = 0;

	std::unordered_set<biome_t> biomes;

protected:
	void cloneTo(Decoration *def) const;
};


class DecoSimple : public Decoration {
public:
	ObjDef *clone() const;

	virtual void resolveNodeNames();
	virtual size_t generate(MMVManip *vm, PcgRandom *pr, v3s16 p, bool ceiling);

	std::vector<content_t> c_decos;
	s16 deco_height;
	s16 deco_height_max;
	u8 deco_param2;
	u8 deco_param2_max;
};


class DecoSchematic : public Decoration {
public:
	ObjDef *clone() const;

	DecoSchematic() = default;
	virtual ~DecoSchematic();

	virtual size_t generate(MMVManip *vm, PcgRandom *pr, v3s16 p, bool ceiling);

	Rotation rotation;
	Schematic *schematic = nullptr;
	bool was_cloned = false; // see FIXME inside DecoSchemtic::clone()
};


/*
class DecoLSystem : public Decoration {
public:
	virtual void generate(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax);
};
*/


class DecorationManager : public ObjDefManager {
public:
	DecorationManager(IGameDef *gamedef);
	virtual ~DecorationManager() = default;

	DecorationManager *clone() const;

	const char *getObjectTitle() const
	{
		return "decoration";
	}

	static Decoration *create(DecorationType type)
	{
		switch (type) {
		case DECO_SIMPLE:
			return new DecoSimple;
		case DECO_SCHEMATIC:
			return new DecoSchematic;
		//case DECO_LSYSTEM:
		//	return new DecoLSystem;
		default:
			return NULL;
		}
	}

	size_t placeAllDecos(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax);

private:
	DecorationManager() {};
};
ref='#n515'>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
/*
Minetest
Copyright (C) 2017-2019 vlapsley, Vaughan Lapsley <vlapsley@gmail.com>
Copyright (C) 2017-2019 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 <cmath>
#include "mapgen.h"
#include "voxel.h"
#include "noise.h"
#include "mapblock.h"
#include "mapnode.h"
#include "map.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 "mg_biome.h"
#include "mg_ore.h"
#include "mg_decoration.h"
#include "mapgen_carpathian.h"


FlagDesc flagdesc_mapgen_carpathian[] = {
	{"caverns", MGCARPATHIAN_CAVERNS},
	{"rivers",  MGCARPATHIAN_RIVERS},
	{NULL,      0}
};


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


MapgenCarpathian::MapgenCarpathian(MapgenCarpathianParams *params, EmergeParams *emerge)
	: MapgenBasic(MAPGEN_CARPATHIAN, params, emerge)
{
	base_level       = params->base_level;
	river_width      = params->river_width;
	river_depth      = params->river_depth;
	valley_width     = params->valley_width;

	spflags            = params->spflags;
	cave_width         = params->cave_width;
	large_cave_depth   = params->large_cave_depth;
	small_cave_num_min = params->small_cave_num_min;
	small_cave_num_max = params->small_cave_num_max;
	large_cave_num_min = params->large_cave_num_min;
	large_cave_num_max = params->large_cave_num_max;
	large_cave_flooded = params->large_cave_flooded;
	cavern_limit       = params->cavern_limit;
	cavern_taper       = params->cavern_taper;
	cavern_threshold   = params->cavern_threshold;
	dungeon_ymin       = params->dungeon_ymin;
	dungeon_ymax       = params->dungeon_ymax;

	grad_wl = 1 - water_level;

	//// 2D Terrain noise
	noise_filler_depth  = new Noise(&params->np_filler_depth,  seed, csize.X, csize.Z);
	noise_height1       = new Noise(&params->np_height1,       seed, csize.X, csize.Z);
	noise_height2       = new Noise(&params->np_height2,       seed, csize.X, csize.Z);
	noise_height3       = new Noise(&params->np_height3,       seed, csize.X, csize.Z);
	noise_height4       = new Noise(&params->np_height4,       seed, csize.X, csize.Z);
	noise_hills_terrain = new Noise(&params->np_hills_terrain, seed, csize.X, csize.Z);
	noise_ridge_terrain = new Noise(&params->np_ridge_terrain, seed, csize.X, csize.Z);
	noise_step_terrain  = new Noise(&params->np_step_terrain,  seed, csize.X, csize.Z);
	noise_hills         = new Noise(&params->np_hills,         seed, csize.X, csize.Z);
	noise_ridge_mnt     = new Noise(&params->np_ridge_mnt,     seed, csize.X, csize.Z);
	noise_step_mnt      = new Noise(&params->np_step_mnt,      seed, csize.X, csize.Z);
	if (spflags & MGCARPATHIAN_RIVERS)
		noise_rivers    = new Noise(&params->np_rivers,        seed, csize.X, csize.Z);

	//// 3D terrain noise
	// 1 up 1 down overgeneration
	noise_mnt_var = new Noise(&params->np_mnt_var, seed, csize.X, csize.Y + 2, csize.Z);

	//// Cave noise
	MapgenBasic::np_cave1  = params->np_cave1;
	MapgenBasic::np_cave2  = params->np_cave2;
	MapgenBasic::np_cavern = params->np_cavern;
	MapgenBasic::np_dungeons = params->np_dungeons;
}


MapgenCarpathian::~MapgenCarpathian()
{
	delete noise_filler_depth;
	delete noise_height1;
	delete noise_height2;
	delete noise_height3;
	delete noise_height4;
	delete noise_hills_terrain;
	delete noise_ridge_terrain;
	delete noise_step_terrain;
	delete noise_hills;
	delete noise_ridge_mnt;
	delete noise_step_mnt;
	if (spflags & MGCARPATHIAN_RIVERS)
		delete noise_rivers;

	delete noise_mnt_var;
}


MapgenCarpathianParams::MapgenCarpathianParams():
	np_filler_depth  (0,   1,   v3f(128,  128,  128),  261,   3, 0.7,  2.0),
	np_height1       (0,   5,   v3f(251,  251,  251),  9613,  5, 0.5,  2.0),
	np_height2       (0,   5,   v3f(383,  383,  383),  1949,  5, 0.5,  2.0),
	np_height3       (0,   5,   v3f(509,  509,  509),  3211,  5, 0.5,  2.0),
	np_height4       (0,   5,   v3f(631,  631,  631),  1583,  5, 0.5,  2.0),
	np_hills_terrain (1,   1,   v3f(1301, 1301, 1301), 1692,  5, 0.5,  2.0),
	np_ridge_terrain (1,   1,   v3f(1889, 1889, 1889), 3568,  5, 0.5,  2.0),
	np_step_terrain  (1,   1,   v3f(1889, 1889, 1889), 4157,  5, 0.5,  2.0),
	np_hills         (0,   3,   v3f(257,  257,  257),  6604,  6, 0.5,  2.0),
	np_ridge_mnt     (0,   12,  v3f(743,  743,  743),  5520,  6, 0.7,  2.0),
	np_step_mnt      (0,   8,   v3f(509,  509,  509),  2590,  6, 0.6,  2.0),
	np_rivers        (0,   1,   v3f(1000, 1000, 1000), 85039, 5, 0.6,  2.0),
	np_mnt_var       (0,   1,   v3f(499,  499,  499),  2490,  5, 0.55, 2.0),
	np_cave1         (0,   12,  v3f(61,   61,   61),   52534, 3, 0.5,  2.0),
	np_cave2         (0,   12,  v3f(67,   67,   67),   10325, 3, 0.5,  2.0),
	np_cavern        (0,   1,   v3f(384,  128,  384),  723,   5, 0.63, 2.0),
	np_dungeons      (0.9, 0.5, v3f(500,  500,  500),  0,     2, 0.8,  2.0)
{
}


void MapgenCarpathianParams::readParams(const Settings *settings)
{
	settings->getFlagStrNoEx("mgcarpathian_spflags", spflags, flagdesc_mapgen_carpathian);

	settings->getFloatNoEx("mgcarpathian_base_level",   base_level);
	settings->getFloatNoEx("mgcarpathian_river_width",  river_width);
	settings->getFloatNoEx("mgcarpathian_river_depth",  river_depth);
	settings->getFloatNoEx("mgcarpathian_valley_width", valley_width);

	settings->getFloatNoEx("mgcarpathian_cave_width",         cave_width);
	settings->getS16NoEx("mgcarpathian_large_cave_depth",     large_cave_depth);
	settings->getU16NoEx("mgcarpathian_small_cave_num_min",   small_cave_num_min);
	settings->getU16NoEx("mgcarpathian_small_cave_num_max",   small_cave_num_max);
	settings->getU16NoEx("mgcarpathian_large_cave_num_min",   large_cave_num_min);
	settings->getU16NoEx("mgcarpathian_large_cave_num_max",   large_cave_num_max);
	settings->getFloatNoEx("mgcarpathian_large_cave_flooded", large_cave_flooded);
	settings->getS16NoEx("mgcarpathian_cavern_limit",         cavern_limit);
	settings->getS16NoEx("mgcarpathian_cavern_taper",         cavern_taper);
	settings->getFloatNoEx("mgcarpathian_cavern_threshold",   cavern_threshold);
	settings->getS16NoEx("mgcarpathian_dungeon_ymin",         dungeon_ymin);
	settings->getS16NoEx("mgcarpathian_dungeon_ymax",         dungeon_ymax);

	settings->getNoiseParams("mgcarpathian_np_filler_depth",  np_filler_depth);
	settings->getNoiseParams("mgcarpathian_np_height1",       np_height1);
	settings->getNoiseParams("mgcarpathian_np_height2",       np_height2);
	settings->getNoiseParams("mgcarpathian_np_height3",       np_height3);
	settings->getNoiseParams("mgcarpathian_np_height4",       np_height4);
	settings->getNoiseParams("mgcarpathian_np_hills_terrain", np_hills_terrain);
	settings->getNoiseParams("mgcarpathian_np_ridge_terrain", np_ridge_terrain);
	settings->getNoiseParams("mgcarpathian_np_step_terrain",  np_step_terrain);
	settings->getNoiseParams("mgcarpathian_np_hills",         np_hills);
	settings->getNoiseParams("mgcarpathian_np_ridge_mnt",     np_ridge_mnt);
	settings->getNoiseParams("mgcarpathian_np_step_mnt",      np_step_mnt);
	settings->getNoiseParams("mgcarpathian_np_rivers",        np_rivers);
	settings->getNoiseParams("mgcarpathian_np_mnt_var",       np_mnt_var);
	settings->getNoiseParams("mgcarpathian_np_cave1",         np_cave1);
	settings->getNoiseParams("mgcarpathian_np_cave2",         np_cave2);
	settings->getNoiseParams("mgcarpathian_np_cavern",        np_cavern);
	settings->getNoiseParams("mgcarpathian_np_dungeons",      np_dungeons);
}


void MapgenCarpathianParams::writeParams(Settings *settings) const
{
	settings->setFlagStr("mgcarpathian_spflags", spflags, flagdesc_mapgen_carpathian);

	settings->setFloat("mgcarpathian_base_level",   base_level);
	settings->setFloat("mgcarpathian_river_width",  river_width);
	settings->setFloat("mgcarpathian_river_depth",  river_depth);
	settings->setFloat("mgcarpathian_valley_width", valley_width);

	settings->setFloat("mgcarpathian_cave_width",         cave_width);
	settings->setS16("mgcarpathian_large_cave_depth",     large_cave_depth);
	settings->setU16("mgcarpathian_small_cave_num_min",   small_cave_num_min);
	settings->setU16("mgcarpathian_small_cave_num_max",   small_cave_num_max);
	settings->setU16("mgcarpathian_large_cave_num_min",   large_cave_num_min);
	settings->setU16("mgcarpathian_large_cave_num_max",   large_cave_num_max);
	settings->setFloat("mgcarpathian_large_cave_flooded", large_cave_flooded);
	settings->setS16("mgcarpathian_cavern_limit",         cavern_limit);
	settings->setS16("mgcarpathian_cavern_taper",         cavern_taper);
	settings->setFloat("mgcarpathian_cavern_threshold",   cavern_threshold);
	settings->setS16("mgcarpathian_dungeon_ymin",         dungeon_ymin);
	settings->setS16("mgcarpathian_dungeon_ymax",         dungeon_ymax);

	settings->setNoiseParams("mgcarpathian_np_filler_depth",  np_filler_depth);
	settings->setNoiseParams("mgcarpathian_np_height1",       np_height1);
	settings->setNoiseParams("mgcarpathian_np_height2",       np_height2);
	settings->setNoiseParams("mgcarpathian_np_height3",       np_height3);
	settings->setNoiseParams("mgcarpathian_np_height4",       np_height4);
	settings->setNoiseParams("mgcarpathian_np_hills_terrain", np_hills_terrain);
	settings->setNoiseParams("mgcarpathian_np_ridge_terrain", np_ridge_terrain);
	settings->setNoiseParams("mgcarpathian_np_step_terrain",  np_step_terrain);
	settings->setNoiseParams("mgcarpathian_np_hills",         np_hills);
	settings->setNoiseParams("mgcarpathian_np_ridge_mnt",     np_ridge_mnt);
	settings->setNoiseParams("mgcarpathian_np_step_mnt",      np_step_mnt);
	settings->setNoiseParams("mgcarpathian_np_rivers",        np_rivers);
	settings->setNoiseParams("mgcarpathian_np_mnt_var",       np_mnt_var);
	settings->setNoiseParams("mgcarpathian_np_cave1",         np_cave1);
	settings->setNoiseParams("mgcarpathian_np_cave2",         np_cave2);
	settings->setNoiseParams("mgcarpathian_np_cavern",        np_cavern);
	settings->setNoiseParams("mgcarpathian_np_dungeons",      np_dungeons);
}


void MapgenCarpathianParams::setDefaultSettings(Settings *settings)
{
	settings->setDefault("mgcarpathian_spflags", flagdesc_mapgen_carpathian,
		MGCARPATHIAN_CAVERNS);
}

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


// Lerp function
inline float MapgenCarpathian::getLerp(float noise1, float noise2, float mod)
{
	return noise1 + mod * (noise2 - noise1);
}

// Steps function
float MapgenCarpathian::getSteps(float noise)
{
	float w = 0.5f;
	float k = std::floor(noise / w);
	float f = (noise - k * w) / w;
	float s = std::fmin(2.f * f, 1.f);
	return (k + s) * w;
}


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


void MapgenCarpathian::makeChunk(BlockMakeData *data)
{
	// Pre-conditions
	assert(data->vmanip);
	assert(data->nodedef);

	this->generating = true;
	this->vm = data->vmanip;
	this->ndef = data->nodedef;

	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);

	// Create a block-specific seed
	blockseed = getBlockSeed2(full_node_min, seed);

	// Generate terrain
	s16 stone_surface_max_y = generateTerrain();

	// Create heightmap
	updateHeightmap(node_min, node_max);

	// Init biome generator, place biome-specific nodes, and build biomemap
	if (flags & MG_BIOMES) {
		biomegen->calcBiomeNoise(node_min);
		generateBiomes();
	}

	// Generate tunnels, caverns and large randomwalk caves
	if (flags & MG_CAVES) {
		// Generate tunnels first as caverns confuse them
		generateCavesNoiseIntersection(stone_surface_max_y);

		// Generate caverns
		bool near_cavern = false;
		if (spflags & MGCARPATHIAN_CAVERNS)
			near_cavern = generateCavernsNoise(stone_surface_max_y);

		// Generate large randomwalk caves
		if (near_cavern)
			// Disable large randomwalk caves in this mapchunk by setting
			// 'large cave depth' to world base. Avoids excessive liquid in
			// large caverns and floating blobs of overgenerated liquid.
			generateCavesRandomWalk(stone_surface_max_y,
				-MAX_MAP_GENERATION_LIMIT);
		else
			generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
	}

	// Generate the registered ores
	if (flags & MG_ORES)
		m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);

	// Generate dungeons
	if (flags & MG_DUNGEONS)
		generateDungeons(stone_surface_max_y);

	// Generate the registered decorations
	if (flags & MG_DECORATIONS)
		m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);

	// Sprinkle some dust on top after everything else was generated
	if (flags & MG_BIOMES)
		dustTopNodes();

	// Update liquids
	updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);

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

	this->generating = false;
}


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


int MapgenCarpathian::getSpawnLevelAtPoint(v2s16 p)
{
	// If rivers are enabled, first check if in a river channel
	if (spflags & MGCARPATHIAN_RIVERS) {
		float river = std::fabs(NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed)) -
			river_width;
		if (river < 0.0f)
			return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
	}

	float height1 = NoisePerlin2D(&noise_height1->np, p.X, p.Y, seed);
	float height2 = NoisePerlin2D(&noise_height2->np, p.X, p.Y, seed);
	float height3 = NoisePerlin2D(&noise_height3->np, p.X, p.Y, seed);
	float height4 = NoisePerlin2D(&noise_height4->np, p.X, p.Y, seed);

	float hterabs = std::fabs(NoisePerlin2D(&noise_hills_terrain->np, p.X, p.Y, seed));
	float n_hills = NoisePerlin2D(&noise_hills->np, p.X, p.Y, seed);
	float hill_mnt = hterabs * hterabs * hterabs * n_hills * n_hills;

	float rterabs = std::fabs(NoisePerlin2D(&noise_ridge_terrain->np, p.X, p.Y, seed));
	float n_ridge_mnt = NoisePerlin2D(&noise_ridge_mnt->np, p.X, p.Y, seed);
	float ridge_mnt = rterabs * rterabs * rterabs * (1.0f - std::fabs(n_ridge_mnt));

	float sterabs = std::fabs(NoisePerlin2D(&noise_step_terrain->np, p.X, p.Y, seed));
	float n_step_mnt = NoisePerlin2D(&noise_step_mnt->np, p.X, p.Y, seed);
	float step_mnt = sterabs * sterabs * sterabs * getSteps(n_step_mnt);

	float valley = 1.0f;
	float river = 0.0f;

	if ((spflags & MGCARPATHIAN_RIVERS) && node_max.Y >= water_level - 16) {
		river = std::fabs(NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed)) - river_width;
		if (river <= valley_width) {
			// Within river valley
			if (river < 0.0f) {
				// River channel
				valley = river;
			} else {
				// Valley slopes.
				// 0 at river edge, 1 at valley edge.
				float riversc = river / valley_width;
				// Smoothstep
				valley = riversc * riversc * (3.0f - 2.0f * riversc);
			}
		}
	}

	bool solid_below = false;
	u8 cons_non_solid = 0; // consecutive non-solid nodes

	for (s16 y = water_level; y <= water_level + 32; y++) {
		float mnt_var = NoisePerlin3D(&noise_mnt_var->np, p.X, y, p.Y, seed);
		float hill1 = getLerp(height1, height2, mnt_var);
		float hill2 = getLerp(height3, height4, mnt_var);
		float hill3 = getLerp(height3, height2, mnt_var);
		float hill4 = getLerp(height1, height4, mnt_var);

		float hilliness = std::fmax(std::fmin(hill1, hill2), std::fmin(hill3, hill4));
		float hills = hill_mnt * hilliness;
		float ridged_mountains = ridge_mnt * hilliness;
		float step_mountains = step_mnt * hilliness;

		s32 grad = 1 - y;

		float mountains = hills + ridged_mountains + step_mountains;
		float surface_level = base_level + mountains + grad;

		if ((spflags & MGCARPATHIAN_RIVERS) && river <= valley_width) {
			if (valley < 0.0f) {
				// River channel
				surface_level = std::fmin(surface_level,
					water_level - std::sqrt(-valley) * river_depth);
			} else if (surface_level > water_level) {
				// Valley slopes
				surface_level = water_level + (surface_level - water_level) * valley;
			}
		}

		if (y < surface_level) { //TODO '<=' fix from generateTerrain()
			// solid node
			solid_below = true;
			cons_non_solid = 0;
		} else {
			// non-solid node
			cons_non_solid++;
			if (cons_non_solid == 3 && solid_below)
				return y - 1;
		}
	}

	return MAX_MAP_GENERATION_LIMIT; // No suitable spawn point found
}


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


int MapgenCarpathian::generateTerrain()
{
	MapNode mn_air(CONTENT_AIR);
	MapNode mn_stone(c_stone);
	MapNode mn_water(c_water_source);

	// Calculate noise for terrain generation
	noise_height1->perlinMap2D(node_min.X, node_min.Z);
	noise_height2->perlinMap2D(node_min.X, node_min.Z);
	noise_height3->perlinMap2D(node_min.X, node_min.Z);
	noise_height4->perlinMap2D(node_min.X, node_min.Z);
	noise_hills_terrain->perlinMap2D(node_min.X, node_min.Z);
	noise_ridge_terrain->perlinMap2D(node_min.X, node_min.Z);
	noise_step_terrain->perlinMap2D(node_min.X, node_min.Z);
	noise_hills->perlinMap2D(node_min.X, node_min.Z);
	noise_ridge_mnt->perlinMap2D(node_min.X, node_min.Z);
	noise_step_mnt->perlinMap2D(node_min.X, node_min.Z);
	noise_mnt_var->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);

	if (spflags & MGCARPATHIAN_RIVERS)
		noise_rivers->perlinMap2D(node_min.X, node_min.Z);

	//// Place nodes
	const v3s16 &em = vm->m_area.getExtent();
	s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
	u32 index2d = 0;

	for (s16 z = node_min.Z; z <= node_max.Z; z++)
	for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
		// Hill/Mountain height (hilliness)
		float height1 = noise_height1->result[index2d];
		float height2 = noise_height2->result[index2d];
		float height3 = noise_height3->result[index2d];
		float height4 = noise_height4->result[index2d];

		// Rolling hills
		float hterabs = std::fabs(noise_hills_terrain->result[index2d]);
		float n_hills = noise_hills->result[index2d];
		float hill_mnt = hterabs * hterabs * hterabs * n_hills * n_hills;

		// Ridged mountains
		float rterabs = std::fabs(noise_ridge_terrain->result[index2d]);
		float n_ridge_mnt = noise_ridge_mnt->result[index2d];
		float ridge_mnt = rterabs * rterabs * rterabs *
			(1.0f - std::fabs(n_ridge_mnt));

		// Step (terraced) mountains
		float sterabs = std::fabs(noise_step_terrain->result[index2d]);
		float n_step_mnt = noise_step_mnt->result[index2d];
		float step_mnt = sterabs * sterabs * sterabs * getSteps(n_step_mnt);

		// Rivers
		float valley = 1.0f;
		float river = 0.0f;

		if ((spflags & MGCARPATHIAN_RIVERS) && node_max.Y >= water_level - 16) {
			river = std::fabs(noise_rivers->result[index2d]) - river_width;
			if (river <= valley_width) {
				// Within river valley
				if (river < 0.0f) {
					// River channel
					valley = river;
				} else {
					// Valley slopes.
					// 0 at river edge, 1 at valley edge.
					float riversc = river / valley_width;
					// Smoothstep
					valley = riversc * riversc * (3.0f - 2.0f * riversc);
				}
			}
		}

		// Initialise 3D noise index and voxelmanip index to column base
		u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
		u32 vi = vm->m_area.index(x, node_min.Y - 1, z);

		for (s16 y = node_min.Y - 1; y <= node_max.Y + 1;
				y++,
				index3d += ystride,
				VoxelArea::add_y(em, vi, 1)) {
			if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
				continue;

			// Combine height noises and apply 3D variation
			float mnt_var = noise_mnt_var->result[index3d];
			float hill1 = getLerp(height1, height2, mnt_var);
			float hill2 = getLerp(height3, height4, mnt_var);
			float hill3 = getLerp(height3, height2, mnt_var);
			float hill4 = getLerp(height1, height4, mnt_var);

			// 'hilliness' determines whether hills/mountains are
			// small or large
			float hilliness =
				std::fmax(std::fmin(hill1, hill2), std::fmin(hill3, hill4));
			float hills = hill_mnt * hilliness;
			float ridged_mountains = ridge_mnt * hilliness;
			float step_mountains = step_mnt * hilliness;

			// Gradient & shallow seabed
			s32 grad = (y < water_level) ? grad_wl + (water_level - y) * 3 :
				1 - y;

			// Final terrain level
			float mountains = hills + ridged_mountains + step_mountains;
			float surface_level = base_level + mountains + grad;

			// Rivers
			if ((spflags & MGCARPATHIAN_RIVERS) && node_max.Y >= water_level - 16 &&
					river <= valley_width) {
				if (valley < 0.0f) {
					// River channel
					surface_level = std::fmin(surface_level,
						water_level - std::sqrt(-valley) * river_depth);
				} else if (surface_level > water_level) {
					// Valley slopes
					surface_level = water_level + (surface_level - water_level) * valley;
				}
			}

			if (y < surface_level) { //TODO '<='
				vm->m_data[vi] = mn_stone; // Stone
				if (y > stone_surface_max_y)
					stone_surface_max_y = y;
			} else if (y <= water_level) {
				vm->m_data[vi] = mn_water; // Sea water
			} else {
				vm->m_data[vi] = mn_air; // Air
			}
		}
	}

	return stone_surface_max_y;
}