diff --git a/src/mapgen/mapgen_v7.cpp b/src/mapgen/mapgen_v7.cpp index a1fe25ab6..6b0779e9f 100644 --- a/src/mapgen/mapgen_v7.cpp +++ b/src/mapgen/mapgen_v7.cpp @@ -342,10 +342,6 @@ void MapgenV7::makeChunk(BlockMakeData *data) // Generate base and mountain terrain s16 stone_surface_max_y = generateTerrain(); - // Generate rivers - if (spflags & MGV7_RIDGES) - generateRidgeTerrain(); - // Create heightmap updateHeightmap(node_min, node_max); @@ -467,6 +463,23 @@ bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y) } +bool MapgenV7::getRiverChannelFromMap(int idx_xyz, int idx_xz, s16 y) +{ + // Maximum width of river channel. Creates the vertical canyon walls + float width = 0.2f; + float absuwatern = std::fabs(noise_ridge_uwater->result[idx_xz]) * 2.0f; + if (absuwatern > width) + return false; + + float altitude = y - water_level; + float height_mod = (altitude + 17.0f) / 2.5f; + float width_mod = width - absuwatern; + float nridge = noise_ridge->result[idx_xyz] * std::fmax(altitude, 0.0f) / 7.0f; + + return nridge + width_mod * height_mod >= 0.6f; +} + + bool MapgenV7::getFloatlandTerrainFromMap(int idx_xyz, float float_offset) { return noise_floatland->result[idx_xyz] + floatland_density - float_offset >= 0.0f; @@ -521,6 +534,15 @@ int MapgenV7::generateTerrain() } } + // 'Generate rivers in this mapchunk' bool for + // simplification of condition checks in y-loop. + bool gen_rivers = (spflags & MGV7_RIDGES) && node_max.Y >= water_level - 16 && + !gen_floatlands; + if (gen_rivers) { + noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z); + noise_ridge_uwater->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; @@ -544,10 +566,13 @@ int MapgenV7::generateTerrain() if (vm->m_data[vi].getContent() != CONTENT_IGNORE) continue; - if (y <= surface_y) { + bool is_river_channel = gen_rivers && + getRiverChannelFromMap(index3d, index2d, y); + if (y <= surface_y && !is_river_channel) { vm->m_data[vi] = n_stone; // Base terrain } else if ((spflags & MGV7_MOUNTAINS) && - getMountainTerrainFromMap(index3d, index2d, y)) { + getMountainTerrainFromMap(index3d, index2d, y) && + !is_river_channel) { vm->m_data[vi] = n_stone; // Mountain terrain if (y > stone_surface_max_y) stone_surface_max_y = y; @@ -569,45 +594,3 @@ int MapgenV7::generateTerrain() return stone_surface_max_y; } - - -void MapgenV7::generateRidgeTerrain() -{ - if (node_max.Y < water_level - 16 || - (node_max.Y >= floatland_ymin && node_min.Y <= floatland_ymax)) - return; - - noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z); - noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z); - - MapNode n_water(c_water_source); - MapNode n_air(CONTENT_AIR); - u32 index3d = 0; - float width = 0.2f; - - for (s16 z = node_min.Z; z <= node_max.Z; z++) - for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) { - u32 vi = vm->m_area.index(node_min.X, y, z); - for (s16 x = node_min.X; x <= node_max.X; x++, index3d++, vi++) { - u32 index2d = (z - node_min.Z) * csize.X + (x - node_min.X); - float uwatern = noise_ridge_uwater->result[index2d] * 2.0f; - if (std::fabs(uwatern) > width) - continue; - // Optimises, but also avoids removing nodes placed by mods in - // 'on-generated', when generating outside mapchunk. - content_t c = vm->m_data[vi].getContent(); - if (c != c_stone) - continue; - - float altitude = y - water_level; - float height_mod = (altitude + 17.0f) / 2.5f; - float width_mod = width - std::fabs(uwatern); - float nridge = noise_ridge->result[index3d] * - std::fmax(altitude, 0.0f) / 7.0f; - if (nridge + width_mod * height_mod < 0.6f) - continue; - - vm->m_data[vi] = (y > water_level) ? n_air : n_water; - } - } -} diff --git a/src/mapgen/mapgen_v7.h b/src/mapgen/mapgen_v7.h index 4020cd935..5db10a304 100644 --- a/src/mapgen/mapgen_v7.h +++ b/src/mapgen/mapgen_v7.h @@ -94,10 +94,10 @@ public: float baseTerrainLevelFromMap(int index); bool getMountainTerrainAtPoint(s16 x, s16 y, s16 z); bool getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y); + bool getRiverChannelFromMap(int idx_xyz, int idx_xz, s16 y); bool getFloatlandTerrainFromMap(int idx_xyz, float float_offset); int generateTerrain(); - void generateRidgeTerrain(); private: s16 mount_zero_level;