This commit moves noise calculation to the functions where the noise is actually required, increasing the separation of concerns and level of interdependency for each mapgen method. Valleys Mapgen is left unmodified.
358 lines
12 KiB
C++
358 lines
12 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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Copyright (C) 2010-2015 paramat, Matt Gregory
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "mapgen.h"
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#include "voxel.h"
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#include "noise.h"
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#include "mapblock.h"
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#include "mapnode.h"
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#include "map.h"
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#include "content_sao.h"
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#include "nodedef.h"
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#include "voxelalgorithms.h"
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//#include "profiler.h" // For TimeTaker
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#include "settings.h" // For g_settings
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#include "emerge.h"
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#include "dungeongen.h"
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#include "cavegen.h"
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#include "treegen.h"
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#include "mg_biome.h"
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#include "mg_ore.h"
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#include "mg_decoration.h"
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#include "mapgen_flat.h"
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FlagDesc flagdesc_mapgen_flat[] = {
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{"lakes", MGFLAT_LAKES},
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{"hills", MGFLAT_HILLS},
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{NULL, 0}
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};
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///////////////////////////////////////////////////////////////////////////////////////
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MapgenFlat::MapgenFlat(int mapgenid, MapgenParams *params, EmergeManager *emerge)
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: MapgenBasic(mapgenid, params, emerge)
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{
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this->m_emerge = emerge;
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this->bmgr = emerge->biomemgr;
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//// amount of elements to skip for the next index
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//// for noise/height/biome maps (not vmanip)
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this->ystride = csize.X;
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this->heightmap = new s16[csize.X * csize.Z];
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MapgenFlatParams *sp = (MapgenFlatParams *)params->sparams;
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this->spflags = sp->spflags;
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this->ground_level = sp->ground_level;
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this->large_cave_depth = sp->large_cave_depth;
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this->cave_width = sp->cave_width;
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this->lake_threshold = sp->lake_threshold;
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this->lake_steepness = sp->lake_steepness;
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this->hill_threshold = sp->hill_threshold;
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this->hill_steepness = sp->hill_steepness;
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//// 2D noise
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noise_terrain = new Noise(&sp->np_terrain, seed, csize.X, csize.Z);
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noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
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MapgenBasic::np_cave1 = sp->np_cave1;
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MapgenBasic::np_cave2 = sp->np_cave2;
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//// Initialize biome generator
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biomegen = emerge->biomemgr->createBiomeGen(
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BIOMEGEN_ORIGINAL, params->bparams, csize);
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biomemap = biomegen->biomemap;
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//// Resolve nodes to be used
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c_stone = ndef->getId("mapgen_stone");
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c_water_source = ndef->getId("mapgen_water_source");
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c_lava_source = ndef->getId("mapgen_lava_source");
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c_desert_stone = ndef->getId("mapgen_desert_stone");
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c_ice = ndef->getId("mapgen_ice");
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c_sandstone = ndef->getId("mapgen_sandstone");
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c_cobble = ndef->getId("mapgen_cobble");
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c_stair_cobble = ndef->getId("mapgen_stair_cobble");
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c_mossycobble = ndef->getId("mapgen_mossycobble");
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c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
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c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
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if (c_ice == CONTENT_IGNORE)
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c_ice = CONTENT_AIR;
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if (c_mossycobble == CONTENT_IGNORE)
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c_mossycobble = c_cobble;
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if (c_stair_cobble == CONTENT_IGNORE)
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c_stair_cobble = c_cobble;
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if (c_sandstonebrick == CONTENT_IGNORE)
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c_sandstonebrick = c_sandstone;
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if (c_stair_sandstonebrick == CONTENT_IGNORE)
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c_stair_sandstonebrick = c_sandstone;
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}
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MapgenFlat::~MapgenFlat()
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{
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delete noise_terrain;
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delete noise_filler_depth;
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delete biomegen;
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delete[] heightmap;
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}
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MapgenFlatParams::MapgenFlatParams()
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{
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spflags = 0;
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ground_level = 8;
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large_cave_depth = -33;
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cave_width = 0.3;
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lake_threshold = -0.45;
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lake_steepness = 48.0;
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hill_threshold = 0.45;
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hill_steepness = 64.0;
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np_terrain = NoiseParams(0, 1, v3f(600, 600, 600), 7244, 5, 0.6, 2.0);
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np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
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np_cave1 = NoiseParams(0, 12, v3f(96, 96, 96), 52534, 4, 0.5, 2.0);
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np_cave2 = NoiseParams(0, 12, v3f(96, 96, 96), 10325, 4, 0.5, 2.0);
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}
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void MapgenFlatParams::readParams(const Settings *settings)
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{
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settings->getFlagStrNoEx("mgflat_spflags", spflags, flagdesc_mapgen_flat);
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settings->getS16NoEx("mgflat_ground_level", ground_level);
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settings->getS16NoEx("mgflat_large_cave_depth", large_cave_depth);
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settings->getFloatNoEx("mgflat_cave_width", cave_width);
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settings->getFloatNoEx("mgflat_lake_threshold", lake_threshold);
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settings->getFloatNoEx("mgflat_lake_steepness", lake_steepness);
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settings->getFloatNoEx("mgflat_hill_threshold", hill_threshold);
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settings->getFloatNoEx("mgflat_hill_steepness", hill_steepness);
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settings->getNoiseParams("mgflat_np_terrain", np_terrain);
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settings->getNoiseParams("mgflat_np_filler_depth", np_filler_depth);
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settings->getNoiseParams("mgflat_np_cave1", np_cave1);
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settings->getNoiseParams("mgflat_np_cave2", np_cave2);
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}
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void MapgenFlatParams::writeParams(Settings *settings) const
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{
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settings->setFlagStr("mgflat_spflags", spflags, flagdesc_mapgen_flat, U32_MAX);
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settings->setS16("mgflat_ground_level", ground_level);
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settings->setS16("mgflat_large_cave_depth", large_cave_depth);
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settings->setFloat("mgflat_cave_width", cave_width);
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settings->setFloat("mgflat_lake_threshold", lake_threshold);
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settings->setFloat("mgflat_lake_steepness", lake_steepness);
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settings->setFloat("mgflat_hill_threshold", hill_threshold);
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settings->setFloat("mgflat_hill_steepness", hill_steepness);
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settings->setNoiseParams("mgflat_np_terrain", np_terrain);
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settings->setNoiseParams("mgflat_np_filler_depth", np_filler_depth);
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settings->setNoiseParams("mgflat_np_cave1", np_cave1);
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settings->setNoiseParams("mgflat_np_cave2", np_cave2);
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}
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/////////////////////////////////////////////////////////////////
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int MapgenFlat::getSpawnLevelAtPoint(v2s16 p)
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{
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s16 level_at_point = ground_level;
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float n_terrain = NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed);
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if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
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level_at_point = ground_level -
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(lake_threshold - n_terrain) * lake_steepness;
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} else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
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level_at_point = ground_level +
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(n_terrain - hill_threshold) * hill_steepness;
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}
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if (ground_level < water_level) // Ocean world, allow spawn in water
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return MYMAX(level_at_point, water_level);
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else if (level_at_point > water_level)
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return level_at_point; // Spawn on land
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else
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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}
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void MapgenFlat::makeChunk(BlockMakeData *data)
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{
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// Pre-conditions
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assert(data->vmanip);
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assert(data->nodedef);
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assert(data->blockpos_requested.X >= data->blockpos_min.X &&
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data->blockpos_requested.Y >= data->blockpos_min.Y &&
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data->blockpos_requested.Z >= data->blockpos_min.Z);
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assert(data->blockpos_requested.X <= data->blockpos_max.X &&
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data->blockpos_requested.Y <= data->blockpos_max.Y &&
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data->blockpos_requested.Z <= data->blockpos_max.Z);
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this->generating = true;
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this->vm = data->vmanip;
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this->ndef = data->nodedef;
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//TimeTaker t("makeChunk");
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v3s16 blockpos_min = data->blockpos_min;
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v3s16 blockpos_max = data->blockpos_max;
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node_min = blockpos_min * MAP_BLOCKSIZE;
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node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
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full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
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full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
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blockseed = getBlockSeed2(full_node_min, seed);
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// Generate base terrain, mountains, and ridges with initial heightmaps
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s16 stone_surface_max_y = generateTerrain();
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// Create heightmap
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updateHeightmap(node_min, node_max);
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// Init biome generator, place biome-specific nodes, and build biomemap
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biomegen->calcBiomeNoise(node_min);
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biomegen->getBiomes(heightmap);
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MgStoneType stone_type = generateBiomes();
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if (flags & MG_CAVES)
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generateCaves(stone_surface_max_y, large_cave_depth);
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if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
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DungeonParams dp;
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dp.np_rarity = nparams_dungeon_rarity;
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dp.np_density = nparams_dungeon_density;
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dp.np_wetness = nparams_dungeon_wetness;
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dp.c_water = c_water_source;
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if (stone_type == MGSTONE_STONE) {
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dp.c_cobble = c_cobble;
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dp.c_moss = c_mossycobble;
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dp.c_stair = c_stair_cobble;
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dp.diagonal_dirs = false;
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dp.mossratio = 3.0;
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dp.holesize = v3s16(1, 2, 1);
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dp.roomsize = v3s16(0, 0, 0);
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dp.notifytype = GENNOTIFY_DUNGEON;
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} else if (stone_type == MGSTONE_DESERT_STONE) {
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dp.c_cobble = c_desert_stone;
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dp.c_moss = c_desert_stone;
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dp.c_stair = c_desert_stone;
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dp.diagonal_dirs = true;
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dp.mossratio = 0.0;
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dp.holesize = v3s16(2, 3, 2);
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dp.roomsize = v3s16(2, 5, 2);
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dp.notifytype = GENNOTIFY_TEMPLE;
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} else if (stone_type == MGSTONE_SANDSTONE) {
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dp.c_cobble = c_sandstonebrick;
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dp.c_moss = c_sandstonebrick;
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dp.c_stair = c_sandstonebrick;
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dp.diagonal_dirs = false;
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dp.mossratio = 0.0;
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dp.holesize = v3s16(2, 2, 2);
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dp.roomsize = v3s16(2, 0, 2);
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dp.notifytype = GENNOTIFY_DUNGEON;
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}
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DungeonGen dgen(this, &dp);
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dgen.generate(blockseed, full_node_min, full_node_max);
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}
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// Generate the registered decorations
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if (flags & MG_DECORATIONS)
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m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
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// Generate the registered ores
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m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
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// Sprinkle some dust on top after everything else was generated
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dustTopNodes();
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//printf("makeChunk: %dms\n", t.stop());
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updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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if (flags & MG_LIGHT)
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calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
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full_node_min, full_node_max);
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//setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
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// node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
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this->generating = false;
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}
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s16 MapgenFlat::generateTerrain()
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{
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MapNode n_air(CONTENT_AIR);
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MapNode n_stone(c_stone);
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MapNode n_water(c_water_source);
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v3s16 em = vm->m_area.getExtent();
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s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
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u32 ni2d = 0;
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bool use_noise = (spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS);
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if (use_noise)
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noise_terrain->perlinMap2D(node_min.X, node_min.Z);
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
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for (s16 x = node_min.X; x <= node_max.X; x++, ni2d++) {
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s16 stone_level = ground_level;
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float n_terrain = use_noise ? noise_terrain->result[ni2d] : 0.0f;
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if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
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s16 depress = (lake_threshold - n_terrain) * lake_steepness;
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stone_level = ground_level - depress;
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} else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
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s16 rise = (n_terrain - hill_threshold) * hill_steepness;
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stone_level = ground_level + rise;
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}
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u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
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for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
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if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
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if (y <= stone_level) {
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vm->m_data[vi] = n_stone;
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if (y > stone_surface_max_y)
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stone_surface_max_y = y;
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} else if (y <= water_level) {
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vm->m_data[vi] = n_water;
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} else {
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vm->m_data[vi] = n_air;
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}
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}
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vm->m_area.add_y(em, vi, 1);
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}
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}
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return stone_surface_max_y;
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}
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