1b19020bf4
This causes glitches in very high cliffs by not making mud "flow" down from them. Those are quite rare currently because of the lame height differences generated.
2936 lines
74 KiB
C++
2936 lines
74 KiB
C++
/*
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Minetest-c55
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Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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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 "map.h"
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//#include "serverobject.h"
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#include "content_sao.h"
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#include "nodedef.h"
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#include "content_mapnode.h" // For content_mapnode_get_new_name
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#include "voxelalgorithms.h"
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#include "profiler.h"
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#include "main.h" // For g_profiler
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namespace mapgen
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{
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/*
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Some helper functions for the map generator
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*/
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#if 1
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// Returns Y one under area minimum if not found
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static s16 find_ground_level(VoxelManipulator &vmanip, v2s16 p2d,
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INodeDefManager *ndef)
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{
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v3s16 em = vmanip.m_area.getExtent();
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s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
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s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
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u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
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s16 y;
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for(y=y_nodes_max; y>=y_nodes_min; y--)
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{
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MapNode &n = vmanip.m_data[i];
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if(ndef->get(n).walkable)
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break;
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vmanip.m_area.add_y(em, i, -1);
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}
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if(y >= y_nodes_min)
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return y;
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else
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return y_nodes_min - 1;
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}
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#if 0
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// Returns Y one under area minimum if not found
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static s16 find_ground_level_clever(VoxelManipulator &vmanip, v2s16 p2d,
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INodeDefManager *ndef)
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{
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if(!vmanip.m_area.contains(v3s16(p2d.X, vmanip.m_area.MaxEdge.Y, p2d.Y)))
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return vmanip.m_area.MinEdge.Y-1;
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v3s16 em = vmanip.m_area.getExtent();
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s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
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s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
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u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
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s16 y;
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content_t c_tree = ndef->getId("mapgen_tree");
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content_t c_leaves = ndef->getId("mapgen_leaves");
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for(y=y_nodes_max; y>=y_nodes_min; y--)
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{
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MapNode &n = vmanip.m_data[i];
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if(ndef->get(n).walkable
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&& n.getContent() != c_tree
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&& n.getContent() != c_leaves)
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break;
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vmanip.m_area.add_y(em, i, -1);
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}
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if(y >= y_nodes_min)
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return y;
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else
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return y_nodes_min - 1;
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}
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#endif
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// Returns Y one under area minimum if not found
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static s16 find_stone_level(VoxelManipulator &vmanip, v2s16 p2d,
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INodeDefManager *ndef)
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{
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v3s16 em = vmanip.m_area.getExtent();
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s16 y_nodes_max = vmanip.m_area.MaxEdge.Y;
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s16 y_nodes_min = vmanip.m_area.MinEdge.Y;
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u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y));
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s16 y;
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content_t c_stone = ndef->getId("mapgen_stone");
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content_t c_desert_stone = ndef->getId("mapgen_desert_stone");
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for(y=y_nodes_max; y>=y_nodes_min; y--)
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{
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MapNode &n = vmanip.m_data[i];
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content_t c = n.getContent();
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if(c != CONTENT_IGNORE && (
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c == c_stone || c == c_desert_stone))
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break;
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vmanip.m_area.add_y(em, i, -1);
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}
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if(y >= y_nodes_min)
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return y;
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else
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return y_nodes_min - 1;
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}
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#endif
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void make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0,
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bool is_apple_tree, INodeDefManager *ndef)
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{
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MapNode treenode(ndef->getId("mapgen_tree"));
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MapNode leavesnode(ndef->getId("mapgen_leaves"));
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MapNode applenode(ndef->getId("mapgen_apple"));
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s16 trunk_h = myrand_range(4, 5);
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v3s16 p1 = p0;
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for(s16 ii=0; ii<trunk_h; ii++)
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{
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if(vmanip.m_area.contains(p1))
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vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
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p1.Y++;
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}
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// p1 is now the last piece of the trunk
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p1.Y -= 1;
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VoxelArea leaves_a(v3s16(-2,-1,-2), v3s16(2,2,2));
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//SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
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Buffer<u8> leaves_d(leaves_a.getVolume());
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for(s32 i=0; i<leaves_a.getVolume(); i++)
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leaves_d[i] = 0;
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// Force leaves at near the end of the trunk
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{
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s16 d = 1;
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for(s16 z=-d; z<=d; z++)
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for(s16 y=-d; y<=d; y++)
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for(s16 x=-d; x<=d; x++)
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{
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leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
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}
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}
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// Add leaves randomly
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for(u32 iii=0; iii<7; iii++)
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{
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s16 d = 1;
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v3s16 p(
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myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
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myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
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myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
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);
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for(s16 z=0; z<=d; z++)
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for(s16 y=0; y<=d; y++)
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for(s16 x=0; x<=d; x++)
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{
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leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
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}
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}
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// Blit leaves to vmanip
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for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
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for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
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for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
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{
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v3s16 p(x,y,z);
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p += p1;
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if(vmanip.m_area.contains(p) == false)
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continue;
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u32 vi = vmanip.m_area.index(p);
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if(vmanip.m_data[vi].getContent() != CONTENT_AIR
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&& vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
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continue;
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u32 i = leaves_a.index(x,y,z);
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if(leaves_d[i] == 1) {
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bool is_apple = myrand_range(0,99) < 10;
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if(is_apple_tree && is_apple) {
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vmanip.m_data[vi] = applenode;
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} else {
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vmanip.m_data[vi] = leavesnode;
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}
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}
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}
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}
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#if 0
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static void make_jungletree(VoxelManipulator &vmanip, v3s16 p0,
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INodeDefManager *ndef)
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{
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MapNode treenode(ndef->getId("mapgen_jungletree"));
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MapNode leavesnode(ndef->getId("mapgen_leaves"));
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for(s16 x=-1; x<=1; x++)
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for(s16 z=-1; z<=1; z++)
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{
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if(myrand_range(0, 2) == 0)
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continue;
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v3s16 p1 = p0 + v3s16(x,0,z);
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v3s16 p2 = p0 + v3s16(x,-1,z);
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if(vmanip.m_area.contains(p2)
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&& vmanip.m_data[vmanip.m_area.index(p2)] == CONTENT_AIR)
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vmanip.m_data[vmanip.m_area.index(p2)] = treenode;
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else if(vmanip.m_area.contains(p1))
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vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
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}
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s16 trunk_h = myrand_range(8, 12);
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v3s16 p1 = p0;
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for(s16 ii=0; ii<trunk_h; ii++)
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{
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if(vmanip.m_area.contains(p1))
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vmanip.m_data[vmanip.m_area.index(p1)] = treenode;
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p1.Y++;
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}
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// p1 is now the last piece of the trunk
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p1.Y -= 1;
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VoxelArea leaves_a(v3s16(-3,-2,-3), v3s16(3,2,3));
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//SharedPtr<u8> leaves_d(new u8[leaves_a.getVolume()]);
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Buffer<u8> leaves_d(leaves_a.getVolume());
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for(s32 i=0; i<leaves_a.getVolume(); i++)
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leaves_d[i] = 0;
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// Force leaves at near the end of the trunk
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{
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s16 d = 1;
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for(s16 z=-d; z<=d; z++)
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for(s16 y=-d; y<=d; y++)
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for(s16 x=-d; x<=d; x++)
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{
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leaves_d[leaves_a.index(v3s16(x,y,z))] = 1;
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}
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}
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// Add leaves randomly
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for(u32 iii=0; iii<30; iii++)
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{
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s16 d = 1;
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v3s16 p(
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myrand_range(leaves_a.MinEdge.X, leaves_a.MaxEdge.X-d),
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myrand_range(leaves_a.MinEdge.Y, leaves_a.MaxEdge.Y-d),
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myrand_range(leaves_a.MinEdge.Z, leaves_a.MaxEdge.Z-d)
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);
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for(s16 z=0; z<=d; z++)
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for(s16 y=0; y<=d; y++)
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for(s16 x=0; x<=d; x++)
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{
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leaves_d[leaves_a.index(p+v3s16(x,y,z))] = 1;
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}
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}
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// Blit leaves to vmanip
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for(s16 z=leaves_a.MinEdge.Z; z<=leaves_a.MaxEdge.Z; z++)
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for(s16 y=leaves_a.MinEdge.Y; y<=leaves_a.MaxEdge.Y; y++)
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for(s16 x=leaves_a.MinEdge.X; x<=leaves_a.MaxEdge.X; x++)
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{
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v3s16 p(x,y,z);
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p += p1;
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if(vmanip.m_area.contains(p) == false)
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continue;
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u32 vi = vmanip.m_area.index(p);
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if(vmanip.m_data[vi].getContent() != CONTENT_AIR
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&& vmanip.m_data[vi].getContent() != CONTENT_IGNORE)
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continue;
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u32 i = leaves_a.index(x,y,z);
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if(leaves_d[i] == 1)
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vmanip.m_data[vi] = leavesnode;
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}
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}
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static void make_papyrus(VoxelManipulator &vmanip, v3s16 p0,
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INodeDefManager *ndef)
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{
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MapNode papyrusnode(ndef->getId("mapgen_papyrus"));
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s16 trunk_h = myrand_range(2, 3);
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v3s16 p1 = p0;
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for(s16 ii=0; ii<trunk_h; ii++)
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{
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if(vmanip.m_area.contains(p1))
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vmanip.m_data[vmanip.m_area.index(p1)] = papyrusnode;
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p1.Y++;
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}
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}
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static void make_cactus(VoxelManipulator &vmanip, v3s16 p0,
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INodeDefManager *ndef)
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{
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MapNode cactusnode(ndef->getId("mapgen_cactus"));
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s16 trunk_h = 3;
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v3s16 p1 = p0;
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for(s16 ii=0; ii<trunk_h; ii++)
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{
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if(vmanip.m_area.contains(p1))
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vmanip.m_data[vmanip.m_area.index(p1)] = cactusnode;
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p1.Y++;
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}
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}
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#endif
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#if 0
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/*
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Dungeon making routines
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*/
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#define VMANIP_FLAG_DUNGEON_INSIDE VOXELFLAG_CHECKED1
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#define VMANIP_FLAG_DUNGEON_PRESERVE VOXELFLAG_CHECKED2
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#define VMANIP_FLAG_DUNGEON_UNTOUCHABLE (\
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VMANIP_FLAG_DUNGEON_INSIDE|VMANIP_FLAG_DUNGEON_PRESERVE)
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static void make_room1(VoxelManipulator &vmanip, v3s16 roomsize, v3s16 roomplace,
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INodeDefManager *ndef)
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{
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// Make +-X walls
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for(s16 z=0; z<roomsize.Z; z++)
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for(s16 y=0; y<roomsize.Y; y++)
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{
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{
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v3s16 p = roomplace + v3s16(0,y,z);
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if(vmanip.m_area.contains(p) == false)
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continue;
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u32 vi = vmanip.m_area.index(p);
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if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
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vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
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}
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{
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v3s16 p = roomplace + v3s16(roomsize.X-1,y,z);
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if(vmanip.m_area.contains(p) == false)
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continue;
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u32 vi = vmanip.m_area.index(p);
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if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
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vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
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}
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}
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// Make +-Z walls
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for(s16 x=0; x<roomsize.X; x++)
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for(s16 y=0; y<roomsize.Y; y++)
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{
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{
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v3s16 p = roomplace + v3s16(x,y,0);
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if(vmanip.m_area.contains(p) == false)
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continue;
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u32 vi = vmanip.m_area.index(p);
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if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
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vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
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}
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{
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v3s16 p = roomplace + v3s16(x,y,roomsize.Z-1);
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if(vmanip.m_area.contains(p) == false)
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continue;
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u32 vi = vmanip.m_area.index(p);
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if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
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vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
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}
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}
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// Make +-Y walls (floor and ceiling)
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for(s16 z=0; z<roomsize.Z; z++)
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for(s16 x=0; x<roomsize.X; x++)
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{
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{
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v3s16 p = roomplace + v3s16(x,0,z);
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if(vmanip.m_area.contains(p) == false)
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continue;
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u32 vi = vmanip.m_area.index(p);
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if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
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vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
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}
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{
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v3s16 p = roomplace + v3s16(x,roomsize.Y-1,z);
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if(vmanip.m_area.contains(p) == false)
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continue;
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u32 vi = vmanip.m_area.index(p);
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if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
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continue;
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vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
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}
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}
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// Fill with air
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for(s16 z=1; z<roomsize.Z-1; z++)
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for(s16 y=1; y<roomsize.Y-1; y++)
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for(s16 x=1; x<roomsize.X-1; x++)
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{
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v3s16 p = roomplace + v3s16(x,y,z);
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if(vmanip.m_area.contains(p) == false)
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continue;
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u32 vi = vmanip.m_area.index(p);
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vmanip.m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
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vmanip.m_data[vi] = MapNode(CONTENT_AIR);
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}
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}
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static void make_fill(VoxelManipulator &vmanip, v3s16 place, v3s16 size,
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u8 avoid_flags, MapNode n, u8 or_flags)
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{
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for(s16 z=0; z<size.Z; z++)
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for(s16 y=0; y<size.Y; y++)
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for(s16 x=0; x<size.X; x++)
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{
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v3s16 p = place + v3s16(x,y,z);
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if(vmanip.m_area.contains(p) == false)
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continue;
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u32 vi = vmanip.m_area.index(p);
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if(vmanip.m_flags[vi] & avoid_flags)
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continue;
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vmanip.m_flags[vi] |= or_flags;
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vmanip.m_data[vi] = n;
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}
|
|
}
|
|
|
|
static void make_hole1(VoxelManipulator &vmanip, v3s16 place,
|
|
INodeDefManager *ndef)
|
|
{
|
|
make_fill(vmanip, place, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
|
|
VMANIP_FLAG_DUNGEON_INSIDE);
|
|
}
|
|
|
|
static void make_door1(VoxelManipulator &vmanip, v3s16 doorplace, v3s16 doordir,
|
|
INodeDefManager *ndef)
|
|
{
|
|
make_hole1(vmanip, doorplace, ndef);
|
|
// Place torch (for testing)
|
|
//vmanip.m_data[vmanip.m_area.index(doorplace)] = MapNode(ndef->getId("mapgen_torch"));
|
|
}
|
|
|
|
static v3s16 rand_ortho_dir(PseudoRandom &random)
|
|
{
|
|
if(random.next()%2==0)
|
|
return random.next()%2 ? v3s16(-1,0,0) : v3s16(1,0,0);
|
|
else
|
|
return random.next()%2 ? v3s16(0,0,-1) : v3s16(0,0,1);
|
|
}
|
|
|
|
static v3s16 turn_xz(v3s16 olddir, int t)
|
|
{
|
|
v3s16 dir;
|
|
if(t == 0)
|
|
{
|
|
// Turn right
|
|
dir.X = olddir.Z;
|
|
dir.Z = -olddir.X;
|
|
dir.Y = olddir.Y;
|
|
}
|
|
else
|
|
{
|
|
// Turn left
|
|
dir.X = -olddir.Z;
|
|
dir.Z = olddir.X;
|
|
dir.Y = olddir.Y;
|
|
}
|
|
return dir;
|
|
}
|
|
|
|
static v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
|
|
{
|
|
int turn = random.range(0,2);
|
|
v3s16 dir;
|
|
if(turn == 0)
|
|
{
|
|
// Go straight
|
|
dir = olddir;
|
|
}
|
|
else if(turn == 1)
|
|
// Turn right
|
|
dir = turn_xz(olddir, 0);
|
|
else
|
|
// Turn left
|
|
dir = turn_xz(olddir, 1);
|
|
return dir;
|
|
}
|
|
|
|
static void make_corridor(VoxelManipulator &vmanip, v3s16 doorplace,
|
|
v3s16 doordir, v3s16 &result_place, v3s16 &result_dir,
|
|
PseudoRandom &random, INodeDefManager *ndef)
|
|
{
|
|
make_hole1(vmanip, doorplace, ndef);
|
|
v3s16 p0 = doorplace;
|
|
v3s16 dir = doordir;
|
|
u32 length;
|
|
if(random.next()%2)
|
|
length = random.range(1,13);
|
|
else
|
|
length = random.range(1,6);
|
|
length = random.range(1,13);
|
|
u32 partlength = random.range(1,13);
|
|
u32 partcount = 0;
|
|
s16 make_stairs = 0;
|
|
if(random.next()%2 == 0 && partlength >= 3)
|
|
make_stairs = random.next()%2 ? 1 : -1;
|
|
for(u32 i=0; i<length; i++)
|
|
{
|
|
v3s16 p = p0 + dir;
|
|
if(partcount != 0)
|
|
p.Y += make_stairs;
|
|
|
|
/*// If already empty
|
|
if(vmanip.getNodeNoExNoEmerge(p).getContent()
|
|
== CONTENT_AIR
|
|
&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
|
|
== CONTENT_AIR)
|
|
{
|
|
}*/
|
|
|
|
if(vmanip.m_area.contains(p) == true
|
|
&& vmanip.m_area.contains(p+v3s16(0,1,0)) == true)
|
|
{
|
|
if(make_stairs)
|
|
{
|
|
make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,5,3),
|
|
VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(ndef->getId("mapgen_cobble")), 0);
|
|
make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
|
|
VMANIP_FLAG_DUNGEON_INSIDE);
|
|
make_fill(vmanip, p-dir, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
|
|
VMANIP_FLAG_DUNGEON_INSIDE);
|
|
}
|
|
else
|
|
{
|
|
make_fill(vmanip, p+v3s16(-1,-1,-1), v3s16(3,4,3),
|
|
VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(ndef->getId("mapgen_cobble")), 0);
|
|
make_hole1(vmanip, p, ndef);
|
|
/*make_fill(vmanip, p, v3s16(1,2,1), 0, MapNode(CONTENT_AIR),
|
|
VMANIP_FLAG_DUNGEON_INSIDE);*/
|
|
}
|
|
|
|
p0 = p;
|
|
}
|
|
else
|
|
{
|
|
// Can't go here, turn away
|
|
dir = turn_xz(dir, random.range(0,1));
|
|
make_stairs = -make_stairs;
|
|
partcount = 0;
|
|
partlength = random.range(1,length);
|
|
continue;
|
|
}
|
|
|
|
partcount++;
|
|
if(partcount >= partlength)
|
|
{
|
|
partcount = 0;
|
|
|
|
dir = random_turn(random, dir);
|
|
|
|
partlength = random.range(1,length);
|
|
|
|
make_stairs = 0;
|
|
if(random.next()%2 == 0 && partlength >= 3)
|
|
make_stairs = random.next()%2 ? 1 : -1;
|
|
}
|
|
}
|
|
result_place = p0;
|
|
result_dir = dir;
|
|
}
|
|
|
|
class RoomWalker
|
|
{
|
|
public:
|
|
|
|
RoomWalker(VoxelManipulator &vmanip_, v3s16 pos, PseudoRandom &random,
|
|
INodeDefManager *ndef):
|
|
vmanip(vmanip_),
|
|
m_pos(pos),
|
|
m_random(random),
|
|
m_ndef(ndef)
|
|
{
|
|
randomizeDir();
|
|
}
|
|
|
|
void randomizeDir()
|
|
{
|
|
m_dir = rand_ortho_dir(m_random);
|
|
}
|
|
|
|
void setPos(v3s16 pos)
|
|
{
|
|
m_pos = pos;
|
|
}
|
|
|
|
void setDir(v3s16 dir)
|
|
{
|
|
m_dir = dir;
|
|
}
|
|
|
|
bool findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
|
|
{
|
|
for(u32 i=0; i<100; i++)
|
|
{
|
|
v3s16 p = m_pos + m_dir;
|
|
v3s16 p1 = p + v3s16(0,1,0);
|
|
if(vmanip.m_area.contains(p) == false
|
|
|| vmanip.m_area.contains(p1) == false
|
|
|| i % 4 == 0)
|
|
{
|
|
randomizeDir();
|
|
continue;
|
|
}
|
|
if(vmanip.getNodeNoExNoEmerge(p).getContent()
|
|
== m_ndef->getId("mapgen_cobble")
|
|
&& vmanip.getNodeNoExNoEmerge(p1).getContent()
|
|
== m_ndef->getId("mapgen_cobble"))
|
|
{
|
|
// Found wall, this is a good place!
|
|
result_place = p;
|
|
result_dir = m_dir;
|
|
// Randomize next direction
|
|
randomizeDir();
|
|
return true;
|
|
}
|
|
/*
|
|
Determine where to move next
|
|
*/
|
|
// Jump one up if the actual space is there
|
|
if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent()
|
|
== m_ndef->getId("mapgen_cobble")
|
|
&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
|
|
== CONTENT_AIR
|
|
&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent()
|
|
== CONTENT_AIR)
|
|
p += v3s16(0,1,0);
|
|
// Jump one down if the actual space is there
|
|
if(vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
|
|
== m_ndef->getId("mapgen_cobble")
|
|
&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent()
|
|
== CONTENT_AIR
|
|
&& vmanip.getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent()
|
|
== CONTENT_AIR)
|
|
p += v3s16(0,-1,0);
|
|
// Check if walking is now possible
|
|
if(vmanip.getNodeNoExNoEmerge(p).getContent()
|
|
!= CONTENT_AIR
|
|
|| vmanip.getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent()
|
|
!= CONTENT_AIR)
|
|
{
|
|
// Cannot continue walking here
|
|
randomizeDir();
|
|
continue;
|
|
}
|
|
// Move there
|
|
m_pos = p;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
|
|
v3s16 &result_doordir, v3s16 &result_roomplace)
|
|
{
|
|
for(s16 trycount=0; trycount<30; trycount++)
|
|
{
|
|
v3s16 doorplace;
|
|
v3s16 doordir;
|
|
bool r = findPlaceForDoor(doorplace, doordir);
|
|
if(r == false)
|
|
continue;
|
|
v3s16 roomplace;
|
|
// X east, Z north, Y up
|
|
#if 1
|
|
if(doordir == v3s16(1,0,0)) // X+
|
|
roomplace = doorplace +
|
|
v3s16(0,-1,m_random.range(-roomsize.Z+2,-2));
|
|
if(doordir == v3s16(-1,0,0)) // X-
|
|
roomplace = doorplace +
|
|
v3s16(-roomsize.X+1,-1,m_random.range(-roomsize.Z+2,-2));
|
|
if(doordir == v3s16(0,0,1)) // Z+
|
|
roomplace = doorplace +
|
|
v3s16(m_random.range(-roomsize.X+2,-2),-1,0);
|
|
if(doordir == v3s16(0,0,-1)) // Z-
|
|
roomplace = doorplace +
|
|
v3s16(m_random.range(-roomsize.X+2,-2),-1,-roomsize.Z+1);
|
|
#endif
|
|
#if 0
|
|
if(doordir == v3s16(1,0,0)) // X+
|
|
roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2);
|
|
if(doordir == v3s16(-1,0,0)) // X-
|
|
roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2);
|
|
if(doordir == v3s16(0,0,1)) // Z+
|
|
roomplace = doorplace + v3s16(-roomsize.X/2,-1,0);
|
|
if(doordir == v3s16(0,0,-1)) // Z-
|
|
roomplace = doorplace + v3s16(-roomsize.X/2,-1,-roomsize.Z+1);
|
|
#endif
|
|
|
|
// Check fit
|
|
bool fits = true;
|
|
for(s16 z=1; z<roomsize.Z-1; z++)
|
|
for(s16 y=1; y<roomsize.Y-1; y++)
|
|
for(s16 x=1; x<roomsize.X-1; x++)
|
|
{
|
|
v3s16 p = roomplace + v3s16(x,y,z);
|
|
if(vmanip.m_area.contains(p) == false)
|
|
{
|
|
fits = false;
|
|
break;
|
|
}
|
|
if(vmanip.m_flags[vmanip.m_area.index(p)]
|
|
& VMANIP_FLAG_DUNGEON_INSIDE)
|
|
{
|
|
fits = false;
|
|
break;
|
|
}
|
|
}
|
|
if(fits == false)
|
|
{
|
|
// Find new place
|
|
continue;
|
|
}
|
|
result_doorplace = doorplace;
|
|
result_doordir = doordir;
|
|
result_roomplace = roomplace;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
private:
|
|
VoxelManipulator &vmanip;
|
|
v3s16 m_pos;
|
|
v3s16 m_dir;
|
|
PseudoRandom &m_random;
|
|
INodeDefManager *m_ndef;
|
|
};
|
|
|
|
static void make_dungeon1(VoxelManipulator &vmanip, PseudoRandom &random,
|
|
INodeDefManager *ndef)
|
|
{
|
|
v3s16 areasize = vmanip.m_area.getExtent();
|
|
v3s16 roomsize;
|
|
v3s16 roomplace;
|
|
|
|
/*
|
|
Find place for first room
|
|
*/
|
|
bool fits = false;
|
|
for(u32 i=0; i<100; i++)
|
|
{
|
|
roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
|
|
roomplace = vmanip.m_area.MinEdge + v3s16(
|
|
random.range(0,areasize.X-roomsize.X-1),
|
|
random.range(0,areasize.Y-roomsize.Y-1),
|
|
random.range(0,areasize.Z-roomsize.Z-1));
|
|
/*
|
|
Check that we're not putting the room to an unknown place,
|
|
otherwise it might end up floating in the air
|
|
*/
|
|
fits = true;
|
|
for(s16 z=1; z<roomsize.Z-1; z++)
|
|
for(s16 y=1; y<roomsize.Y-1; y++)
|
|
for(s16 x=1; x<roomsize.X-1; x++)
|
|
{
|
|
v3s16 p = roomplace + v3s16(x,y,z);
|
|
u32 vi = vmanip.m_area.index(p);
|
|
if(vmanip.m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE)
|
|
{
|
|
fits = false;
|
|
break;
|
|
}
|
|
if(vmanip.m_data[vi].getContent() == CONTENT_IGNORE)
|
|
{
|
|
fits = false;
|
|
break;
|
|
}
|
|
}
|
|
if(fits)
|
|
break;
|
|
}
|
|
// No place found
|
|
if(fits == false)
|
|
return;
|
|
|
|
/*
|
|
Stores the center position of the last room made, so that
|
|
a new corridor can be started from the last room instead of
|
|
the new room, if chosen so.
|
|
*/
|
|
v3s16 last_room_center = roomplace+v3s16(roomsize.X/2,1,roomsize.Z/2);
|
|
|
|
u32 room_count = random.range(2,7);
|
|
for(u32 i=0; i<room_count; i++)
|
|
{
|
|
// Make a room to the determined place
|
|
make_room1(vmanip, roomsize, roomplace, ndef);
|
|
|
|
v3s16 room_center = roomplace + v3s16(roomsize.X/2,1,roomsize.Z/2);
|
|
|
|
// Place torch at room center (for testing)
|
|
//vmanip.m_data[vmanip.m_area.index(room_center)] = MapNode(ndef->getId("mapgen_torch"));
|
|
|
|
// Quit if last room
|
|
if(i == room_count-1)
|
|
break;
|
|
|
|
// Determine walker start position
|
|
|
|
bool start_in_last_room = (random.range(0,2)!=0);
|
|
//bool start_in_last_room = true;
|
|
|
|
v3s16 walker_start_place;
|
|
|
|
if(start_in_last_room)
|
|
{
|
|
walker_start_place = last_room_center;
|
|
}
|
|
else
|
|
{
|
|
walker_start_place = room_center;
|
|
// Store center of current room as the last one
|
|
last_room_center = room_center;
|
|
}
|
|
|
|
// Create walker and find a place for a door
|
|
RoomWalker walker(vmanip, walker_start_place, random, ndef);
|
|
v3s16 doorplace;
|
|
v3s16 doordir;
|
|
bool r = walker.findPlaceForDoor(doorplace, doordir);
|
|
if(r == false)
|
|
return;
|
|
|
|
if(random.range(0,1)==0)
|
|
// Make the door
|
|
make_door1(vmanip, doorplace, doordir, ndef);
|
|
else
|
|
// Don't actually make a door
|
|
doorplace -= doordir;
|
|
|
|
// Make a random corridor starting from the door
|
|
v3s16 corridor_end;
|
|
v3s16 corridor_end_dir;
|
|
make_corridor(vmanip, doorplace, doordir, corridor_end,
|
|
corridor_end_dir, random, ndef);
|
|
|
|
// Find a place for a random sized room
|
|
roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
|
|
walker.setPos(corridor_end);
|
|
walker.setDir(corridor_end_dir);
|
|
r = walker.findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace);
|
|
if(r == false)
|
|
return;
|
|
|
|
if(random.range(0,1)==0)
|
|
// Make the door
|
|
make_door1(vmanip, doorplace, doordir, ndef);
|
|
else
|
|
// Don't actually make a door
|
|
roomplace -= doordir;
|
|
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#if 0
|
|
static void make_nc(VoxelManipulator &vmanip, PseudoRandom &random,
|
|
INodeDefManager *ndef)
|
|
{
|
|
v3s16 dir;
|
|
u8 facedir_i = 0;
|
|
s32 r = random.range(0, 3);
|
|
if(r == 0){
|
|
dir = v3s16( 1, 0, 0);
|
|
facedir_i = 3;
|
|
}
|
|
if(r == 1){
|
|
dir = v3s16(-1, 0, 0);
|
|
facedir_i = 1;
|
|
}
|
|
if(r == 2){
|
|
dir = v3s16( 0, 0, 1);
|
|
facedir_i = 2;
|
|
}
|
|
if(r == 3){
|
|
dir = v3s16( 0, 0,-1);
|
|
facedir_i = 0;
|
|
}
|
|
v3s16 p = vmanip.m_area.MinEdge + v3s16(
|
|
16+random.range(0,15),
|
|
16+random.range(0,15),
|
|
16+random.range(0,15));
|
|
vmanip.m_data[vmanip.m_area.index(p)] = MapNode(ndef->getId("mapgen_nyancat"), facedir_i);
|
|
u32 length = random.range(3,15);
|
|
for(u32 j=0; j<length; j++)
|
|
{
|
|
p -= dir;
|
|
vmanip.m_data[vmanip.m_area.index(p)] = MapNode(ndef->getId("mapgen_nyancat_rainbow"));
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
Noise functions. Make sure seed is mangled differently in each one.
|
|
*/
|
|
|
|
#if 0
|
|
/*
|
|
Scaling the output of the noise function affects the overdrive of the
|
|
contour function, which affects the shape of the output considerably.
|
|
*/
|
|
#define CAVE_NOISE_SCALE 12.0
|
|
//#define CAVE_NOISE_SCALE 10.0
|
|
//#define CAVE_NOISE_SCALE 7.5
|
|
//#define CAVE_NOISE_SCALE 5.0
|
|
//#define CAVE_NOISE_SCALE 1.0
|
|
|
|
//#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
|
|
#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE)
|
|
|
|
NoiseParams get_cave_noise1_params(u64 seed)
|
|
{
|
|
/*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.7,
|
|
200, CAVE_NOISE_SCALE);*/
|
|
/*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.7,
|
|
100, CAVE_NOISE_SCALE);*/
|
|
/*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.6,
|
|
100, CAVE_NOISE_SCALE);*/
|
|
/*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.3,
|
|
100, CAVE_NOISE_SCALE);*/
|
|
return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.5,
|
|
50, CAVE_NOISE_SCALE);
|
|
//return NoiseParams(NOISE_CONSTANT_ONE);
|
|
}
|
|
|
|
NoiseParams get_cave_noise2_params(u64 seed)
|
|
{
|
|
/*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.7,
|
|
200, CAVE_NOISE_SCALE);*/
|
|
/*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.7,
|
|
100, CAVE_NOISE_SCALE);*/
|
|
/*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.3,
|
|
100, CAVE_NOISE_SCALE);*/
|
|
return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.5,
|
|
50, CAVE_NOISE_SCALE);
|
|
//return NoiseParams(NOISE_CONSTANT_ONE);
|
|
}
|
|
|
|
NoiseParams get_ground_noise1_params(u64 seed)
|
|
{
|
|
return NoiseParams(NOISE_PERLIN, seed+983240, 4,
|
|
0.55, 80.0, 40.0);
|
|
}
|
|
|
|
NoiseParams get_ground_crumbleness_params(u64 seed)
|
|
{
|
|
return NoiseParams(NOISE_PERLIN, seed+34413, 3,
|
|
1.3, 20.0, 1.0);
|
|
}
|
|
|
|
NoiseParams get_ground_wetness_params(u64 seed)
|
|
{
|
|
return NoiseParams(NOISE_PERLIN, seed+32474, 4,
|
|
1.1, 40.0, 1.0);
|
|
}
|
|
|
|
bool is_cave(u64 seed, v3s16 p)
|
|
{
|
|
double d1 = noise3d_param(get_cave_noise1_params(seed), p.X,p.Y,p.Z);
|
|
double d2 = noise3d_param(get_cave_noise2_params(seed), p.X,p.Y,p.Z);
|
|
return d1*d2 > CAVE_NOISE_THRESHOLD;
|
|
}
|
|
|
|
/*
|
|
Ground density noise shall be interpreted by using this.
|
|
|
|
TODO: No perlin noises here, they should be outsourced
|
|
and buffered
|
|
NOTE: The speed of these actually isn't terrible
|
|
*/
|
|
bool val_is_ground(double ground_noise1_val, v3s16 p, u64 seed)
|
|
{
|
|
//return ((double)p.Y < ground_noise1_val);
|
|
|
|
double f = 0.55 + noise2d_perlin(
|
|
0.5+(float)p.X/250, 0.5+(float)p.Z/250,
|
|
seed+920381, 3, 0.45);
|
|
if(f < 0.01)
|
|
f = 0.01;
|
|
else if(f >= 1.0)
|
|
f *= 1.6;
|
|
double h = WATER_LEVEL + 10 * noise2d_perlin(
|
|
0.5+(float)p.X/250, 0.5+(float)p.Z/250,
|
|
seed+84174, 4, 0.5);
|
|
/*double f = 1;
|
|
double h = 0;*/
|
|
return ((double)p.Y - h < ground_noise1_val * f);
|
|
}
|
|
|
|
/*
|
|
Queries whether a position is ground or not.
|
|
*/
|
|
bool is_ground(u64 seed, v3s16 p)
|
|
{
|
|
double val1 = noise3d_param(get_ground_noise1_params(seed), p.X,p.Y,p.Z);
|
|
return val_is_ground(val1, p, seed);
|
|
}
|
|
#endif
|
|
|
|
// Amount of trees per area in nodes
|
|
double tree_amount_2d(u64 seed, v2s16 p)
|
|
{
|
|
/*double noise = noise2d_perlin(
|
|
0.5+(float)p.X/250, 0.5+(float)p.Y/250,
|
|
seed+2, 5, 0.66);*/
|
|
double noise = noise2d_perlin(
|
|
0.5+(float)p.X/125, 0.5+(float)p.Y/125,
|
|
seed+2, 4, 0.66);
|
|
double zeroval = -0.39;
|
|
if(noise < zeroval)
|
|
return 0;
|
|
else
|
|
return 0.04 * (noise-zeroval) / (1.0-zeroval);
|
|
}
|
|
|
|
#if 0
|
|
double surface_humidity_2d(u64 seed, 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;
|
|
if(noise < 0.0)
|
|
noise = 0.0;
|
|
if(noise > 1.0)
|
|
noise = 1.0;
|
|
return noise;
|
|
}
|
|
|
|
/*
|
|
Incrementally find ground level from 3d noise
|
|
*/
|
|
s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
|
|
{
|
|
// Start a bit fuzzy to make averaging lower precision values
|
|
// more useful
|
|
s16 level = myrand_range(-precision/2, precision/2);
|
|
s16 dec[] = {31000, 100, 20, 4, 1, 0};
|
|
s16 i;
|
|
for(i = 1; dec[i] != 0 && precision <= dec[i]; i++)
|
|
{
|
|
// First find non-ground by going upwards
|
|
// Don't stop in caves.
|
|
{
|
|
s16 max = level+dec[i-1]*2;
|
|
v3s16 p(p2d.X, level, p2d.Y);
|
|
for(; p.Y < max; p.Y += dec[i])
|
|
{
|
|
if(!is_ground(seed, p))
|
|
{
|
|
level = p.Y;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
// Then find ground by going downwards from there.
|
|
// Go in caves, too, when precision is 1.
|
|
{
|
|
s16 min = level-dec[i-1]*2;
|
|
v3s16 p(p2d.X, level, p2d.Y);
|
|
for(; p.Y>min; p.Y-=dec[i])
|
|
{
|
|
bool ground = is_ground(seed, p);
|
|
/*if(dec[i] == 1 && is_cave(seed, p))
|
|
ground = false;*/
|
|
if(ground)
|
|
{
|
|
level = p.Y;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// This is more like the actual ground level
|
|
level += dec[i-1]/2;
|
|
|
|
return level;
|
|
}
|
|
|
|
double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p=4);
|
|
|
|
double get_sector_average_ground_level(u64 seed, v2s16 sectorpos, double p)
|
|
{
|
|
v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
|
|
v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
|
|
double a = 0;
|
|
a += find_ground_level_from_noise(seed,
|
|
v2s16(node_min.X, node_min.Y), p);
|
|
a += find_ground_level_from_noise(seed,
|
|
v2s16(node_min.X, node_max.Y), p);
|
|
a += find_ground_level_from_noise(seed,
|
|
v2s16(node_max.X, node_max.Y), p);
|
|
a += find_ground_level_from_noise(seed,
|
|
v2s16(node_max.X, node_min.Y), p);
|
|
a += find_ground_level_from_noise(seed,
|
|
v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p);
|
|
a /= 5;
|
|
return a;
|
|
}
|
|
|
|
double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
|
|
|
|
double get_sector_maximum_ground_level(u64 seed, v2s16 sectorpos, double p)
|
|
{
|
|
v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
|
|
v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
|
|
double a = -31000;
|
|
// Corners
|
|
a = MYMAX(a, find_ground_level_from_noise(seed,
|
|
v2s16(node_min.X, node_min.Y), p));
|
|
a = MYMAX(a, find_ground_level_from_noise(seed,
|
|
v2s16(node_min.X, node_max.Y), p));
|
|
a = MYMAX(a, find_ground_level_from_noise(seed,
|
|
v2s16(node_max.X, node_max.Y), p));
|
|
a = MYMAX(a, find_ground_level_from_noise(seed,
|
|
v2s16(node_min.X, node_min.Y), p));
|
|
// Center
|
|
a = MYMAX(a, find_ground_level_from_noise(seed,
|
|
v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
|
|
// Side middle points
|
|
a = MYMAX(a, find_ground_level_from_noise(seed,
|
|
v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p));
|
|
a = MYMAX(a, find_ground_level_from_noise(seed,
|
|
v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p));
|
|
a = MYMAX(a, find_ground_level_from_noise(seed,
|
|
v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p));
|
|
a = MYMAX(a, find_ground_level_from_noise(seed,
|
|
v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p));
|
|
return a;
|
|
}
|
|
|
|
double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p=4);
|
|
|
|
double get_sector_minimum_ground_level(u64 seed, v2s16 sectorpos, double p)
|
|
{
|
|
v2s16 node_min = sectorpos*MAP_BLOCKSIZE;
|
|
v2s16 node_max = (sectorpos+v2s16(1,1))*MAP_BLOCKSIZE-v2s16(1,1);
|
|
double a = 31000;
|
|
// Corners
|
|
a = MYMIN(a, find_ground_level_from_noise(seed,
|
|
v2s16(node_min.X, node_min.Y), p));
|
|
a = MYMIN(a, find_ground_level_from_noise(seed,
|
|
v2s16(node_min.X, node_max.Y), p));
|
|
a = MYMIN(a, find_ground_level_from_noise(seed,
|
|
v2s16(node_max.X, node_max.Y), p));
|
|
a = MYMIN(a, find_ground_level_from_noise(seed,
|
|
v2s16(node_min.X, node_min.Y), p));
|
|
// Center
|
|
a = MYMIN(a, find_ground_level_from_noise(seed,
|
|
v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y+MAP_BLOCKSIZE/2), p));
|
|
// Side middle points
|
|
a = MYMIN(a, find_ground_level_from_noise(seed,
|
|
v2s16(node_min.X+MAP_BLOCKSIZE/2, node_min.Y), p));
|
|
a = MYMIN(a, find_ground_level_from_noise(seed,
|
|
v2s16(node_min.X+MAP_BLOCKSIZE/2, node_max.Y), p));
|
|
a = MYMIN(a, find_ground_level_from_noise(seed,
|
|
v2s16(node_min.X, node_min.Y+MAP_BLOCKSIZE/2), p));
|
|
a = MYMIN(a, find_ground_level_from_noise(seed,
|
|
v2s16(node_max.X, node_min.Y+MAP_BLOCKSIZE/2), p));
|
|
return a;
|
|
}
|
|
#endif
|
|
|
|
// Required by mapgen.h
|
|
bool 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;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
#define AVERAGE_MUD_AMOUNT 4
|
|
|
|
double base_rock_level_2d(u64 seed, v2s16 p)
|
|
{
|
|
// The base ground level
|
|
double base = (double)WATER_LEVEL - (double)AVERAGE_MUD_AMOUNT
|
|
+ 20. * noise2d_perlin(
|
|
0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
|
|
seed+82341, 5, 0.6);
|
|
|
|
/*// A bit hillier one
|
|
double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin(
|
|
0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
|
|
seed+93413, 6, 0.69);
|
|
if(base2 > base)
|
|
base = base2;*/
|
|
#if 1
|
|
// Higher ground level
|
|
double higher = (double)WATER_LEVEL + 20. + 16. * noise2d_perlin(
|
|
0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
|
|
seed+85039, 5, 0.6);
|
|
//higher = 30; // For debugging
|
|
|
|
// Limit higher to at least base
|
|
if(higher < base)
|
|
higher = base;
|
|
|
|
// Steepness factor of cliffs
|
|
double b = 0.85 + 0.5 * noise2d_perlin(
|
|
0.5+(float)p.X/125., 0.5+(float)p.Y/125.,
|
|
seed-932, 5, 0.7);
|
|
b = rangelim(b, 0.0, 1000.0);
|
|
b = pow(b, 7);
|
|
b *= 5;
|
|
b = rangelim(b, 0.5, 1000.0);
|
|
// Values 1.5...100 give quite horrible looking slopes
|
|
if(b > 1.5 && b < 100.0){
|
|
if(b < 10.0)
|
|
b = 1.5;
|
|
else
|
|
b = 100.0;
|
|
}
|
|
//dstream<<"b="<<b<<std::endl;
|
|
//double b = 20;
|
|
//b = 0.25;
|
|
|
|
// Offset to more low
|
|
double a_off = -0.20;
|
|
// High/low selector
|
|
/*double a = 0.5 + b * (a_off + noise2d_perlin(
|
|
0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
|
|
seed+4213, 6, 0.7));*/
|
|
double a = (double)0.5 + b * (a_off + noise2d_perlin(
|
|
0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
|
|
seed+4213, 5, 0.69));
|
|
// Limit
|
|
a = rangelim(a, 0.0, 1.0);
|
|
|
|
//dstream<<"a="<<a<<std::endl;
|
|
|
|
double h = base*(1.0-a) + higher*a;
|
|
#else
|
|
double h = base;
|
|
#endif
|
|
return h;
|
|
}
|
|
|
|
s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
|
|
{
|
|
return base_rock_level_2d(seed, p2d) + AVERAGE_MUD_AMOUNT;
|
|
}
|
|
|
|
double get_mud_add_amount(u64 seed, v2s16 p)
|
|
{
|
|
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));
|
|
}
|
|
|
|
bool get_have_beach(u64 seed, v2s16 p2d)
|
|
{
|
|
// 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);
|
|
|
|
return (sandnoise > 0.15);
|
|
}
|
|
|
|
enum BiomeType
|
|
{
|
|
BT_NORMAL,
|
|
BT_DESERT
|
|
};
|
|
|
|
BiomeType get_biome(u64 seed, v2s16 p2d)
|
|
{
|
|
// 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);
|
|
if(d > 0.35)
|
|
return BT_DESERT;
|
|
return BT_NORMAL;
|
|
};
|
|
|
|
u32 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;
|
|
}
|
|
|
|
#define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
|
|
|
|
void make_block(BlockMakeData *data)
|
|
{
|
|
if(data->no_op)
|
|
{
|
|
//dstream<<"makeBlock: no-op"<<std::endl;
|
|
return;
|
|
}
|
|
|
|
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);
|
|
|
|
INodeDefManager *ndef = data->nodedef;
|
|
|
|
// Hack: use minimum block coordinates for old code that assumes
|
|
// a single block
|
|
v3s16 blockpos = data->blockpos_requested;
|
|
|
|
/*dstream<<"makeBlock(): ("<<blockpos.X<<","<<blockpos.Y<<","
|
|
<<blockpos.Z<<")"<<std::endl;*/
|
|
|
|
v3s16 blockpos_min = data->blockpos_min;
|
|
v3s16 blockpos_max = data->blockpos_max;
|
|
v3s16 blockpos_full_min = blockpos_min - v3s16(1,1,1);
|
|
v3s16 blockpos_full_max = blockpos_max + v3s16(1,1,1);
|
|
|
|
ManualMapVoxelManipulator &vmanip = *(data->vmanip);
|
|
// Area of central chunk
|
|
v3s16 node_min = blockpos_min*MAP_BLOCKSIZE;
|
|
v3s16 node_max = (blockpos_max+v3s16(1,1,1))*MAP_BLOCKSIZE-v3s16(1,1,1);
|
|
// Full allocated area
|
|
v3s16 full_node_min = (blockpos_min-1)*MAP_BLOCKSIZE;
|
|
v3s16 full_node_max = (blockpos_max+2)*MAP_BLOCKSIZE-v3s16(1,1,1);
|
|
|
|
v3s16 central_area_size = node_max - node_min + v3s16(1,1,1);
|
|
|
|
const s16 max_spread_amount = MAP_BLOCKSIZE;
|
|
|
|
int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
|
|
* (blockpos_max.Y - blockpos_min.Y + 1)
|
|
* (blockpos_max.Z - blockpos_max.Z + 1);
|
|
|
|
int volume_nodes = volume_blocks *
|
|
MAP_BLOCKSIZE*MAP_BLOCKSIZE*MAP_BLOCKSIZE;
|
|
|
|
// Generated surface area
|
|
//double gen_area_nodes = MAP_BLOCKSIZE*MAP_BLOCKSIZE * rel_volume;
|
|
|
|
// Horribly wrong heuristic, but better than nothing
|
|
bool block_is_underground = (WATER_LEVEL > node_max.Y);
|
|
|
|
/*
|
|
Create a block-specific seed
|
|
*/
|
|
u32 blockseed = get_blockseed(data->seed, full_node_min);
|
|
|
|
/*
|
|
Cache some ground type values for speed
|
|
*/
|
|
|
|
// Creates variables c_name=id and n_name=node
|
|
#define CONTENT_VARIABLE(ndef, name)\
|
|
content_t c_##name = ndef->getId("mapgen_" #name);\
|
|
MapNode n_##name(c_##name);
|
|
// Default to something else if was CONTENT_IGNORE
|
|
#define CONTENT_VARIABLE_FALLBACK(name, dname)\
|
|
if(c_##name == CONTENT_IGNORE){\
|
|
c_##name = c_##dname;\
|
|
n_##name = n_##dname;\
|
|
}
|
|
|
|
CONTENT_VARIABLE(ndef, stone);
|
|
CONTENT_VARIABLE(ndef, air);
|
|
CONTENT_VARIABLE(ndef, water_source);
|
|
CONTENT_VARIABLE(ndef, dirt);
|
|
CONTENT_VARIABLE(ndef, sand);
|
|
CONTENT_VARIABLE(ndef, gravel);
|
|
CONTENT_VARIABLE(ndef, clay);
|
|
CONTENT_VARIABLE(ndef, lava_source);
|
|
CONTENT_VARIABLE(ndef, cobble);
|
|
CONTENT_VARIABLE(ndef, mossycobble);
|
|
CONTENT_VARIABLE(ndef, dirt_with_grass);
|
|
CONTENT_VARIABLE(ndef, junglegrass);
|
|
CONTENT_VARIABLE(ndef, stone_with_coal);
|
|
CONTENT_VARIABLE(ndef, stone_with_iron);
|
|
CONTENT_VARIABLE(ndef, mese);
|
|
CONTENT_VARIABLE(ndef, desert_sand);
|
|
CONTENT_VARIABLE_FALLBACK(desert_sand, sand);
|
|
CONTENT_VARIABLE(ndef, desert_stone);
|
|
CONTENT_VARIABLE_FALLBACK(desert_stone, stone);
|
|
|
|
// Maximum height of the stone surface and obstacles.
|
|
// This is used to guide the cave generation
|
|
s16 stone_surface_max_y = 0;
|
|
|
|
/*
|
|
Generate general ground level to full area
|
|
*/
|
|
{
|
|
#if 1
|
|
TimeTaker timer1("Generating ground level");
|
|
|
|
for(s16 x=node_min.X; x<=node_max.X; x++)
|
|
for(s16 z=node_min.Z; z<=node_max.Z; z++)
|
|
{
|
|
// Node position
|
|
v2s16 p2d = v2s16(x,z);
|
|
|
|
/*
|
|
Skip of already generated
|
|
*/
|
|
/*{
|
|
v3s16 p(p2d.X, node_min.Y, p2d.Y);
|
|
if(vmanip.m_data[vmanip.m_area.index(p)].d != CONTENT_AIR)
|
|
continue;
|
|
}*/
|
|
|
|
// Ground height at this point
|
|
float surface_y_f = 0.0;
|
|
|
|
// Use perlin noise for ground height
|
|
surface_y_f = base_rock_level_2d(data->seed, p2d);
|
|
|
|
/*// Experimental stuff
|
|
{
|
|
float a = highlands_level_2d(data->seed, p2d);
|
|
if(a > surface_y_f)
|
|
surface_y_f = a;
|
|
}*/
|
|
|
|
// Convert to integer
|
|
s16 surface_y = (s16)surface_y_f;
|
|
|
|
// Log it
|
|
if(surface_y > stone_surface_max_y)
|
|
stone_surface_max_y = surface_y;
|
|
|
|
BiomeType bt = get_biome(data->seed, p2d);
|
|
/*
|
|
Fill ground with stone
|
|
*/
|
|
{
|
|
// Use fast index incrementing
|
|
v3s16 em = vmanip.m_area.getExtent();
|
|
u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
|
|
for(s16 y=node_min.Y; y<=node_max.Y; y++)
|
|
{
|
|
if(vmanip.m_data[i].getContent() == CONTENT_IGNORE){
|
|
if(y <= surface_y){
|
|
if(y > WATER_LEVEL && bt == BT_DESERT)
|
|
vmanip.m_data[i] = n_desert_stone;
|
|
else
|
|
vmanip.m_data[i] = n_stone;
|
|
} else if(y <= WATER_LEVEL){
|
|
vmanip.m_data[i] = MapNode(c_water_source);
|
|
} else {
|
|
vmanip.m_data[i] = MapNode(c_air);
|
|
}
|
|
}
|
|
vmanip.m_area.add_y(em, i, 1);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
}//timer1
|
|
|
|
// Limit dirt flow area by 1 because mud is flown into neighbors.
|
|
assert(central_area_size.X == central_area_size.Z);
|
|
s16 mudflow_minpos = 0-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
|
|
/******************************
|
|
BEGINNING OF AGING LOOP
|
|
******************************/
|
|
|
|
#if 1
|
|
{
|
|
// 24ms @cs=8
|
|
//TimeTaker timer1("caves");
|
|
|
|
/*
|
|
Make caves (this code is relatively horrible)
|
|
*/
|
|
double cave_amount = 6.0 + 6.0 * noise2d_perlin(
|
|
0.5+(double)node_min.X/250, 0.5+(double)node_min.Y/250,
|
|
data->seed+34329, 3, 0.50);
|
|
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(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_DESERT){
|
|
caves_count /= 3;
|
|
bruises_count /= 3;
|
|
}
|
|
for(u32 jj=0; jj<caves_count+bruises_count; jj++)
|
|
{
|
|
bool large_cave = (jj >= caves_count);
|
|
s16 min_tunnel_diameter = 2;
|
|
s16 max_tunnel_diameter = ps.range(2,6);
|
|
int dswitchint = ps.range(1,14);
|
|
u16 tunnel_routepoints = 0;
|
|
int part_max_length_rs = 0;
|
|
if(large_cave){
|
|
part_max_length_rs = ps.range(2,4);
|
|
tunnel_routepoints = ps.range(5, ps.range(15,30));
|
|
min_tunnel_diameter = 5;
|
|
max_tunnel_diameter = ps.range(7, ps.range(8,24));
|
|
} else {
|
|
part_max_length_rs = ps.range(2,9);
|
|
tunnel_routepoints = ps.range(10, ps.range(15,30));
|
|
}
|
|
bool large_cave_is_flat = (ps.range(0,1) == 0);
|
|
|
|
v3f main_direction(0,0,0);
|
|
|
|
// Allowed route area size in nodes
|
|
v3s16 ar = central_area_size;
|
|
|
|
// Area starting point in nodes
|
|
v3s16 of = node_min;
|
|
|
|
// Allow a bit more
|
|
//(this should be more than the maximum radius of the tunnel)
|
|
//s16 insure = 5; // Didn't work with max_d = 20
|
|
s16 insure = 10;
|
|
s16 more = max_spread_amount - max_tunnel_diameter/2 - insure;
|
|
ar += v3s16(1,0,1) * more * 2;
|
|
of -= v3s16(1,0,1) * more;
|
|
|
|
s16 route_y_min = 0;
|
|
// Allow half a diameter + 7 over stone surface
|
|
s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2 + 7;
|
|
|
|
/*// If caves, don't go through surface too often
|
|
if(large_cave == false)
|
|
route_y_max -= ps.range(0, max_tunnel_diameter*2);*/
|
|
|
|
// Limit maximum to area
|
|
route_y_max = rangelim(route_y_max, 0, ar.Y-1);
|
|
|
|
if(large_cave)
|
|
{
|
|
/*// Minimum is at y=0
|
|
route_y_min = -of.Y - 0;*/
|
|
// Minimum is at y=max_tunnel_diameter/4
|
|
//route_y_min = -of.Y + max_tunnel_diameter/4;
|
|
//s16 min = -of.Y + max_tunnel_diameter/4;
|
|
//s16 min = -of.Y + 0;
|
|
s16 min = 0;
|
|
if(node_min.Y < WATER_LEVEL && node_max.Y > WATER_LEVEL)
|
|
{
|
|
min = WATER_LEVEL - max_tunnel_diameter/3 - of.Y;
|
|
route_y_max = WATER_LEVEL + max_tunnel_diameter/3 - of.Y;
|
|
}
|
|
route_y_min = ps.range(min, min + max_tunnel_diameter);
|
|
route_y_min = rangelim(route_y_min, 0, route_y_max);
|
|
}
|
|
|
|
/*dstream<<"route_y_min = "<<route_y_min
|
|
<<", route_y_max = "<<route_y_max<<std::endl;*/
|
|
|
|
s16 route_start_y_min = route_y_min;
|
|
s16 route_start_y_max = route_y_max;
|
|
|
|
// Start every 4th cave from surface when applicable
|
|
/*bool coming_from_surface = false;
|
|
if(node_min.Y <= 0 && node_max.Y >= 0){
|
|
coming_from_surface = (jj % 4 == 0 && large_cave == false);
|
|
if(coming_from_surface)
|
|
route_start_y_min = -of.Y + stone_surface_max_y + 10;
|
|
}*/
|
|
|
|
route_start_y_min = rangelim(route_start_y_min, 0, ar.Y-1);
|
|
route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y-1);
|
|
|
|
// Randomize starting position
|
|
v3f orp(
|
|
(float)(ps.next()%ar.X)+0.5,
|
|
(float)(ps.range(route_start_y_min, route_start_y_max))+0.5,
|
|
(float)(ps.next()%ar.Z)+0.5
|
|
);
|
|
|
|
v3s16 startp(orp.X, orp.Y, orp.Z);
|
|
startp += of;
|
|
|
|
MapNode airnode(CONTENT_AIR);
|
|
MapNode waternode(c_water_source);
|
|
MapNode lavanode(c_lava_source);
|
|
|
|
/*
|
|
Generate some tunnel starting from orp
|
|
*/
|
|
|
|
for(u16 j=0; j<tunnel_routepoints; j++)
|
|
{
|
|
if(j%dswitchint==0 && large_cave == false)
|
|
{
|
|
main_direction = v3f(
|
|
((float)(ps.next()%20)-(float)10)/10,
|
|
((float)(ps.next()%20)-(float)10)/30,
|
|
((float)(ps.next()%20)-(float)10)/10
|
|
);
|
|
main_direction *= (float)ps.range(0, 10)/10;
|
|
}
|
|
|
|
// Randomize size
|
|
s16 min_d = min_tunnel_diameter;
|
|
s16 max_d = max_tunnel_diameter;
|
|
s16 rs = ps.range(min_d, max_d);
|
|
|
|
// Every second section is rough
|
|
bool randomize_xz = (ps2.range(1,2) == 1);
|
|
|
|
v3s16 maxlen;
|
|
if(large_cave)
|
|
{
|
|
maxlen = v3s16(
|
|
rs*part_max_length_rs,
|
|
rs*part_max_length_rs/2,
|
|
rs*part_max_length_rs
|
|
);
|
|
}
|
|
else
|
|
{
|
|
maxlen = v3s16(
|
|
rs*part_max_length_rs,
|
|
ps.range(1, rs*part_max_length_rs),
|
|
rs*part_max_length_rs
|
|
);
|
|
}
|
|
|
|
v3f vec;
|
|
|
|
vec = v3f(
|
|
(float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
|
|
(float)(ps.next()%(maxlen.Y*1))-(float)maxlen.Y/2,
|
|
(float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
|
|
);
|
|
|
|
// Jump downward sometimes
|
|
if(!large_cave && ps.range(0,12) == 0)
|
|
{
|
|
vec = v3f(
|
|
(float)(ps.next()%(maxlen.X*1))-(float)maxlen.X/2,
|
|
(float)(ps.next()%(maxlen.Y*2))-(float)maxlen.Y*2/2,
|
|
(float)(ps.next()%(maxlen.Z*1))-(float)maxlen.Z/2
|
|
);
|
|
}
|
|
|
|
/*if(large_cave){
|
|
v3f p = orp + vec;
|
|
s16 h = find_ground_level_clever(vmanip,
|
|
v2s16(p.X, p.Z), ndef);
|
|
route_y_min = h - rs/3;
|
|
route_y_max = h + rs;
|
|
}*/
|
|
|
|
vec += main_direction;
|
|
|
|
v3f rp = orp + vec;
|
|
if(rp.X < 0)
|
|
rp.X = 0;
|
|
else if(rp.X >= ar.X)
|
|
rp.X = ar.X-1;
|
|
if(rp.Y < route_y_min)
|
|
rp.Y = route_y_min;
|
|
else if(rp.Y >= route_y_max)
|
|
rp.Y = route_y_max-1;
|
|
if(rp.Z < 0)
|
|
rp.Z = 0;
|
|
else if(rp.Z >= ar.Z)
|
|
rp.Z = ar.Z-1;
|
|
vec = rp - orp;
|
|
|
|
for(float f=0; f<1.0; f+=1.0/vec.getLength())
|
|
{
|
|
v3f fp = orp + vec * f;
|
|
fp.X += 0.1*ps.range(-10,10);
|
|
fp.Z += 0.1*ps.range(-10,10);
|
|
v3s16 cp(fp.X, fp.Y, fp.Z);
|
|
|
|
s16 d0 = -rs/2;
|
|
s16 d1 = d0 + rs;
|
|
if(randomize_xz){
|
|
d0 += ps.range(-1,1);
|
|
d1 += ps.range(-1,1);
|
|
}
|
|
for(s16 z0=d0; z0<=d1; z0++)
|
|
{
|
|
s16 si = rs/2 - MYMAX(0, abs(z0)-rs/7-1);
|
|
for(s16 x0=-si-ps.range(0,1); x0<=si-1+ps.range(0,1); x0++)
|
|
{
|
|
s16 maxabsxz = MYMAX(abs(x0), abs(z0));
|
|
s16 si2 = rs/2 - MYMAX(0, maxabsxz-rs/7-1);
|
|
for(s16 y0=-si2; y0<=si2; y0++)
|
|
{
|
|
/*// Make better floors in small caves
|
|
if(y0 <= -rs/2 && rs<=7)
|
|
continue;*/
|
|
if(large_cave_is_flat){
|
|
// Make large caves not so tall
|
|
if(rs > 7 && abs(y0) >= rs/3)
|
|
continue;
|
|
}
|
|
|
|
s16 z = cp.Z + z0;
|
|
s16 y = cp.Y + y0;
|
|
s16 x = cp.X + x0;
|
|
v3s16 p(x,y,z);
|
|
p += of;
|
|
|
|
if(vmanip.m_area.contains(p) == false)
|
|
continue;
|
|
|
|
u32 i = vmanip.m_area.index(p);
|
|
|
|
if(large_cave)
|
|
{
|
|
if(full_node_min.Y < WATER_LEVEL &&
|
|
full_node_max.Y > WATER_LEVEL){
|
|
if(p.Y <= WATER_LEVEL)
|
|
vmanip.m_data[i] = waternode;
|
|
else
|
|
vmanip.m_data[i] = airnode;
|
|
} else if(full_node_max.Y < WATER_LEVEL){
|
|
if(p.Y < startp.Y - 2)
|
|
vmanip.m_data[i] = lavanode;
|
|
else
|
|
vmanip.m_data[i] = airnode;
|
|
} else {
|
|
vmanip.m_data[i] = airnode;
|
|
}
|
|
} else {
|
|
// Don't replace air or water or lava
|
|
if(vmanip.m_data[i].getContent() == CONTENT_AIR ||
|
|
vmanip.m_data[i].getContent() == c_water_source ||
|
|
vmanip.m_data[i].getContent() == c_lava_source)
|
|
continue;
|
|
|
|
vmanip.m_data[i] = airnode;
|
|
|
|
// Set tunnel flag
|
|
vmanip.m_flags[i] |= VMANIP_FLAG_CAVE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
orp = rp;
|
|
}
|
|
|
|
}
|
|
|
|
}//timer1
|
|
#endif
|
|
|
|
#if 1
|
|
{
|
|
// 15ms @cs=8
|
|
TimeTaker timer1("add mud");
|
|
|
|
/*
|
|
Add mud to the central chunk
|
|
*/
|
|
|
|
for(s16 x=node_min.X; x<=node_max.X; x++)
|
|
for(s16 z=node_min.Z; z<=node_max.Z; z++)
|
|
{
|
|
// Node position in 2d
|
|
v2s16 p2d = v2s16(x,z);
|
|
|
|
// Randomize mud amount
|
|
s16 mud_add_amount = get_mud_add_amount(data->seed, p2d) / 2.0 + 0.5;
|
|
|
|
// Find ground level
|
|
s16 surface_y = find_stone_level(vmanip, p2d, ndef);
|
|
// Handle area not found
|
|
if(surface_y == vmanip.m_area.MinEdge.Y - 1)
|
|
continue;
|
|
|
|
MapNode addnode(c_dirt);
|
|
BiomeType bt = get_biome(data->seed, p2d);
|
|
|
|
if(bt == BT_DESERT)
|
|
addnode = MapNode(c_desert_sand);
|
|
|
|
if(bt == BT_DESERT && surface_y + mud_add_amount <= WATER_LEVEL+1){
|
|
addnode = MapNode(c_sand);
|
|
} else if(mud_add_amount <= 0){
|
|
mud_add_amount = 1 - mud_add_amount;
|
|
addnode = MapNode(c_gravel);
|
|
} else if(bt == BT_NORMAL && get_have_beach(data->seed, p2d) &&
|
|
surface_y + mud_add_amount <= WATER_LEVEL+2){
|
|
addnode = MapNode(c_sand);
|
|
}
|
|
|
|
if(bt == BT_DESERT){
|
|
if(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 = vmanip.m_area.index(v3s16(p2d.X, surface_y, p2d.Y));
|
|
MapNode *n = &vmanip.m_data[i];
|
|
if(n->getContent() == c_dirt_with_grass)
|
|
*n = MapNode(c_dirt);
|
|
}
|
|
|
|
/*
|
|
Add mud on ground
|
|
*/
|
|
{
|
|
s16 mudcount = 0;
|
|
v3s16 em = vmanip.m_area.getExtent();
|
|
s16 y_start = surface_y+1;
|
|
u32 i = vmanip.m_area.index(v3s16(p2d.X, y_start, p2d.Y));
|
|
for(s16 y=y_start; y<=node_max.Y; y++)
|
|
{
|
|
if(mudcount >= mud_add_amount)
|
|
break;
|
|
|
|
MapNode &n = vmanip.m_data[i];
|
|
n = addnode;
|
|
mudcount++;
|
|
|
|
vmanip.m_area.add_y(em, i, 1);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
}//timer1
|
|
#endif
|
|
|
|
/*
|
|
Add blobs of dirt and gravel underground
|
|
*/
|
|
if(get_biome(data->seed, v2s16(node_min.X, node_min.Y)) == BT_NORMAL)
|
|
{
|
|
PseudoRandom pr(blockseed+983);
|
|
for(int i=0; i<volume_nodes/10/10/10; i++)
|
|
{
|
|
bool only_fill_cave = (myrand_range(0,1) != 0);
|
|
v3s16 size(
|
|
pr.range(1, 8),
|
|
pr.range(1, 8),
|
|
pr.range(1, 8)
|
|
);
|
|
v3s16 p0(
|
|
pr.range(node_min.X, node_max.X)-size.X/2,
|
|
pr.range(node_min.Y, node_max.Y)-size.Y/2,
|
|
pr.range(node_min.Z, node_max.Z)-size.Z/2
|
|
);
|
|
MapNode n1;
|
|
if(p0.Y > -32 && pr.range(0,1) == 0)
|
|
n1 = MapNode(c_dirt);
|
|
else
|
|
n1 = MapNode(c_gravel);
|
|
for(int x1=0; x1<size.X; x1++)
|
|
for(int y1=0; y1<size.Y; y1++)
|
|
for(int z1=0; z1<size.Z; z1++)
|
|
{
|
|
v3s16 p = p0 + v3s16(x1,y1,z1);
|
|
u32 i = vmanip.m_area.index(p);
|
|
if(!vmanip.m_area.contains(i))
|
|
continue;
|
|
// Cancel if not stone and not cave air
|
|
if(vmanip.m_data[i].getContent() != c_stone &&
|
|
!(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
|
|
continue;
|
|
if(only_fill_cave && !(vmanip.m_flags[i] & VMANIP_FLAG_CAVE))
|
|
continue;
|
|
vmanip.m_data[i] = n1;
|
|
}
|
|
}
|
|
}
|
|
|
|
#if 1
|
|
{
|
|
// 340ms @cs=8
|
|
TimeTaker timer1("flow mud");
|
|
|
|
/*
|
|
Flow mud away from steep edges
|
|
*/
|
|
|
|
// Iterate a few times
|
|
for(s16 k=0; k<3; k++)
|
|
{
|
|
|
|
for(s16 x=mudflow_minpos; x<=mudflow_maxpos; x++)
|
|
for(s16 z=mudflow_minpos; z<=mudflow_maxpos; z++)
|
|
{
|
|
// 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);
|
|
|
|
v3s16 em = vmanip.m_area.getExtent();
|
|
u32 i = vmanip.m_area.index(v3s16(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 = &vmanip.m_data[i];
|
|
//if(content_walkable(n->d))
|
|
// break;
|
|
if(n->getContent() == c_dirt ||
|
|
n->getContent() == c_dirt_with_grass ||
|
|
n->getContent() == c_gravel)
|
|
break;
|
|
|
|
vmanip.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 not mud, do nothing to it
|
|
MapNode *n = &vmanip.m_data[i];
|
|
if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS)
|
|
continue;*/
|
|
|
|
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;
|
|
vmanip.m_area.add_y(em, i2, -1);
|
|
// Cancel if out of area
|
|
if(vmanip.m_area.contains(i2) == false)
|
|
continue;
|
|
MapNode *n2 = &vmanip.m_data[i2];
|
|
if(n2->getContent() != c_dirt &&
|
|
n2->getContent() != c_dirt_with_grass)
|
|
continue;
|
|
}
|
|
}
|
|
|
|
/*s16 recurse_count = 0;
|
|
mudflow_recurse:*/
|
|
|
|
v3s16 dirs4[4] = {
|
|
v3s16(0,0,1), // back
|
|
v3s16(1,0,0), // right
|
|
v3s16(0,0,-1), // front
|
|
v3s16(-1,0,0), // left
|
|
};
|
|
|
|
// Theck that upper is air or doesn't exist.
|
|
// Cancel dropping if upper keeps it in place
|
|
u32 i3 = i;
|
|
vmanip.m_area.add_y(em, i3, 1);
|
|
if(vmanip.m_area.contains(i3) == true
|
|
&& ndef->get(vmanip.m_data[i3]).walkable)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Drop mud on side
|
|
|
|
for(u32 di=0; di<4; di++)
|
|
{
|
|
v3s16 dirp = dirs4[di];
|
|
u32 i2 = i;
|
|
// Move to side
|
|
vmanip.m_area.add_p(em, i2, dirp);
|
|
// Fail if out of area
|
|
if(vmanip.m_area.contains(i2) == false)
|
|
continue;
|
|
// Check that side is air
|
|
MapNode *n2 = &vmanip.m_data[i2];
|
|
if(ndef->get(*n2).walkable)
|
|
continue;
|
|
// Check that under side is air
|
|
vmanip.m_area.add_y(em, i2, -1);
|
|
if(vmanip.m_area.contains(i2) == false)
|
|
continue;
|
|
n2 = &vmanip.m_data[i2];
|
|
if(ndef->get(*n2).walkable)
|
|
continue;
|
|
/*// Check that under that is air (need a drop of 2)
|
|
vmanip.m_area.add_y(em, i2, -1);
|
|
if(vmanip.m_area.contains(i2) == false)
|
|
continue;
|
|
n2 = &vmanip.m_data[i2];
|
|
if(content_walkable(n2->d))
|
|
continue;*/
|
|
// Loop further down until not air
|
|
bool dropped_to_unknown = false;
|
|
do{
|
|
vmanip.m_area.add_y(em, i2, -1);
|
|
n2 = &vmanip.m_data[i2];
|
|
// if out of known area
|
|
if(vmanip.m_area.contains(i2) == false
|
|
|| n2->getContent() == CONTENT_IGNORE){
|
|
dropped_to_unknown = true;
|
|
break;
|
|
}
|
|
}while(ndef->get(*n2).walkable == false);
|
|
// Loop one up so that we're in air
|
|
vmanip.m_area.add_y(em, i2, 1);
|
|
n2 = &vmanip.m_data[i2];
|
|
|
|
bool old_is_water = (n->getContent() == c_water_source);
|
|
// Move mud to new place
|
|
if(!dropped_to_unknown) {
|
|
*n2 = *n;
|
|
// Set old place to be air (or water)
|
|
if(old_is_water)
|
|
*n = MapNode(c_water_source);
|
|
else
|
|
*n = MapNode(CONTENT_AIR);
|
|
}
|
|
|
|
// Done
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
}//timer1
|
|
#endif
|
|
|
|
} // Aging loop
|
|
/***********************
|
|
END OF AGING LOOP
|
|
************************/
|
|
|
|
/*
|
|
Add top and bottom side of water to transforming_liquid queue
|
|
*/
|
|
|
|
for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
|
|
for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
|
|
{
|
|
// Node position
|
|
v2s16 p2d(x,z);
|
|
{
|
|
bool water_found = false;
|
|
// Use fast index incrementing
|
|
v3s16 em = vmanip.m_area.getExtent();
|
|
u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
|
|
for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
|
|
{
|
|
if(y == full_node_max.Y){
|
|
water_found =
|
|
(vmanip.m_data[i].getContent() == c_water_source ||
|
|
vmanip.m_data[i].getContent() == c_lava_source);
|
|
}
|
|
else if(water_found == false)
|
|
{
|
|
if(vmanip.m_data[i].getContent() == c_water_source ||
|
|
vmanip.m_data[i].getContent() == c_lava_source)
|
|
{
|
|
v3s16 p = v3s16(p2d.X, y, p2d.Y);
|
|
data->transforming_liquid.push_back(p);
|
|
water_found = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// This can be done because water_found can only
|
|
// turn to true and end up here after going through
|
|
// a single block.
|
|
if(vmanip.m_data[i+1].getContent() != c_water_source ||
|
|
vmanip.m_data[i+1].getContent() != c_lava_source)
|
|
{
|
|
v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
|
|
data->transforming_liquid.push_back(p);
|
|
water_found = false;
|
|
}
|
|
}
|
|
|
|
vmanip.m_area.add_y(em, i, -1);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
Grow grass
|
|
*/
|
|
|
|
for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
|
|
for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
|
|
{
|
|
// Node position in 2d
|
|
v2s16 p2d = v2s16(x,z);
|
|
|
|
/*
|
|
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;
|
|
{
|
|
v3s16 em = vmanip.m_area.getExtent();
|
|
u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
|
|
s16 y;
|
|
// Go to ground level
|
|
for(y=node_max.Y; y>=full_node_min.Y; y--)
|
|
{
|
|
MapNode &n = vmanip.m_data[i];
|
|
if(ndef->get(n).param_type != CPT_LIGHT
|
|
|| ndef->get(n).liquid_type != LIQUID_NONE)
|
|
break;
|
|
vmanip.m_area.add_y(em, i, -1);
|
|
}
|
|
if(y >= full_node_min.Y)
|
|
surface_y = y;
|
|
else
|
|
surface_y = full_node_min.Y;
|
|
}
|
|
|
|
u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y);
|
|
MapNode *n = &vmanip.m_data[i];
|
|
if(n->getContent() == c_dirt){
|
|
// Well yeah, this can't be overground...
|
|
if(surface_y < WATER_LEVEL - 20)
|
|
continue;
|
|
n->setContent(c_dirt_with_grass);
|
|
}
|
|
}
|
|
|
|
/*
|
|
Generate some trees
|
|
*/
|
|
assert(central_area_size.X == central_area_size.Z);
|
|
{
|
|
// Divide area into parts
|
|
s16 div = 8;
|
|
s16 sidelen = central_area_size.X / div;
|
|
double area = sidelen * sidelen;
|
|
for(s16 x0=0; x0<div; x0++)
|
|
for(s16 z0=0; z0<div; z0++)
|
|
{
|
|
// 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
|
|
);
|
|
// Amount of trees
|
|
u32 tree_count = area * tree_amount_2d(data->seed, p2d_center);
|
|
// 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);
|
|
s16 y = find_ground_level(vmanip, v2s16(x,z), ndef);
|
|
// Don't make a tree under water level
|
|
if(y < WATER_LEVEL)
|
|
continue;
|
|
// Don't make a tree so high that it doesn't fit
|
|
if(y > node_max.Y - 6)
|
|
continue;
|
|
v3s16 p(x,y,z);
|
|
/*
|
|
Trees grow only on mud and grass
|
|
*/
|
|
{
|
|
u32 i = vmanip.m_area.index(v3s16(p));
|
|
MapNode *n = &vmanip.m_data[i];
|
|
if(n->getContent() != c_dirt
|
|
&& n->getContent() != c_dirt_with_grass)
|
|
continue;
|
|
}
|
|
p.Y++;
|
|
// Make a tree
|
|
make_tree(vmanip, p, false, ndef);
|
|
}
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
/*
|
|
Make base ground level
|
|
*/
|
|
|
|
for(s16 x=node_min.X; x<=node_max.X; x++)
|
|
for(s16 z=node_min.Z; z<=node_max.Z; z++)
|
|
{
|
|
// Node position
|
|
v2s16 p2d(x,z);
|
|
{
|
|
// Use fast index incrementing
|
|
v3s16 em = vmanip.m_area.getExtent();
|
|
u32 i = vmanip.m_area.index(v3s16(p2d.X, node_min.Y, p2d.Y));
|
|
for(s16 y=node_min.Y; y<=node_max.Y; y++)
|
|
{
|
|
// Only modify places that have no content
|
|
if(vmanip.m_data[i].getContent() == CONTENT_IGNORE)
|
|
{
|
|
// First priority: make air and water.
|
|
// This avoids caves inside water.
|
|
if(all_is_ground_except_caves == false
|
|
&& val_is_ground(noisebuf_ground.get(x,y,z),
|
|
v3s16(x,y,z), data->seed) == false)
|
|
{
|
|
if(y <= WATER_LEVEL)
|
|
vmanip.m_data[i] = n_water_source;
|
|
else
|
|
vmanip.m_data[i] = n_air;
|
|
}
|
|
else if(noisebuf_cave.get(x,y,z) > CAVE_NOISE_THRESHOLD)
|
|
vmanip.m_data[i] = n_air;
|
|
else
|
|
vmanip.m_data[i] = n_stone;
|
|
}
|
|
|
|
vmanip->m_area.add_y(em, i, 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
Add mud and sand and others underground (in place of stone)
|
|
*/
|
|
|
|
for(s16 x=node_min.X; x<=node_max.X; x++)
|
|
for(s16 z=node_min.Z; z<=node_max.Z; z++)
|
|
{
|
|
// Node position
|
|
v2s16 p2d(x,z);
|
|
{
|
|
// Use fast index incrementing
|
|
v3s16 em = vmanip.m_area.getExtent();
|
|
u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
|
|
for(s16 y=node_max.Y; y>=node_min.Y; y--)
|
|
{
|
|
if(vmanip.m_data[i].getContent() == c_stone)
|
|
{
|
|
if(noisebuf_ground_crumbleness.get(x,y,z) > 1.3)
|
|
{
|
|
if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
|
|
vmanip.m_data[i] = n_dirt;
|
|
else
|
|
vmanip.m_data[i] = n_sand;
|
|
}
|
|
else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.7)
|
|
{
|
|
if(noisebuf_ground_wetness.get(x,y,z) < -0.6)
|
|
vmanip.m_data[i] = n_gravel;
|
|
}
|
|
else if(noisebuf_ground_crumbleness.get(x,y,z) <
|
|
-3.0 + MYMIN(0.1 * sqrt((float)MYMAX(0, -y)), 1.5))
|
|
{
|
|
vmanip.m_data[i] = n_lava_source;
|
|
for(s16 x1=-1; x1<=1; x1++)
|
|
for(s16 y1=-1; y1<=1; y1++)
|
|
for(s16 z1=-1; z1<=1; z1++)
|
|
data->transforming_liquid.push_back(
|
|
v3s16(p2d.X+x1, y+y1, p2d.Y+z1));
|
|
}
|
|
}
|
|
|
|
vmanip->m_area.add_y(em, i, -1);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
Add dungeons
|
|
*/
|
|
|
|
//if(node_min.Y < approx_groundlevel)
|
|
//if(myrand() % 3 == 0)
|
|
//if(myrand() % 3 == 0 && node_min.Y < approx_groundlevel)
|
|
//if(myrand() % 100 == 0 && node_min.Y < approx_groundlevel)
|
|
//float dungeon_rarity = g_settings.getFloat("dungeon_rarity");
|
|
float dungeon_rarity = 0.02;
|
|
if(((noise3d(blockpos.X,blockpos.Y,blockpos.Z,data->seed)+1.0)/2.0)
|
|
< dungeon_rarity
|
|
&& node_min.Y < approx_groundlevel)
|
|
{
|
|
// Dungeon generator doesn't modify places which have this set
|
|
vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE
|
|
| VMANIP_FLAG_DUNGEON_PRESERVE);
|
|
|
|
// Set all air and water to be untouchable to make dungeons open
|
|
// to caves and open air
|
|
for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
|
|
for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
|
|
{
|
|
// Node position
|
|
v2s16 p2d(x,z);
|
|
{
|
|
// Use fast index incrementing
|
|
v3s16 em = vmanip.m_area.getExtent();
|
|
u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
|
|
for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
|
|
{
|
|
if(vmanip.m_data[i].getContent() == CONTENT_AIR)
|
|
vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
|
|
else if(vmanip.m_data[i].getContent() == c_water_source)
|
|
vmanip.m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
|
|
vmanip->m_area.add_y(em, i, -1);
|
|
}
|
|
}
|
|
}
|
|
|
|
PseudoRandom random(blockseed+2);
|
|
|
|
// Add it
|
|
make_dungeon1(vmanip, random, ndef);
|
|
|
|
// Convert some cobble to mossy cobble
|
|
for(s16 x=full_node_min.X; x<=full_node_max.X; x++)
|
|
for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++)
|
|
{
|
|
// Node position
|
|
v2s16 p2d(x,z);
|
|
{
|
|
// Use fast index incrementing
|
|
v3s16 em = vmanip.m_area.getExtent();
|
|
u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y));
|
|
for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--)
|
|
{
|
|
// (noisebuf not used because it doesn't contain the
|
|
// full area)
|
|
double wetness = noise3d_param(
|
|
get_ground_wetness_params(data->seed), x,y,z);
|
|
double d = noise3d_perlin((float)x/2.5,
|
|
(float)y/2.5,(float)z/2.5,
|
|
blockseed, 2, 1.4);
|
|
if(vmanip.m_data[i].getContent() == c_cobble)
|
|
{
|
|
if(d < wetness/3.0)
|
|
{
|
|
vmanip.m_data[i].setContent(c_mossycobble);
|
|
}
|
|
}
|
|
/*else if(vmanip.m_flags[i] & VMANIP_FLAG_DUNGEON_INSIDE)
|
|
{
|
|
if(wetness > 1.2)
|
|
vmanip.m_data[i].setContent(c_dirt);
|
|
}*/
|
|
vmanip->m_area.add_y(em, i, -1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
Add NC
|
|
*/
|
|
{
|
|
PseudoRandom ncrandom(blockseed+9324342);
|
|
if(ncrandom.range(0, 1000) == 0 && blockpos.Y <= -3)
|
|
{
|
|
make_nc(vmanip, ncrandom, ndef);
|
|
}
|
|
}
|
|
|
|
/*
|
|
Add top and bottom side of water to transforming_liquid queue
|
|
*/
|
|
|
|
for(s16 x=node_min.X; x<=node_max.X; x++)
|
|
for(s16 z=node_min.Z; z<=node_max.Z; z++)
|
|
{
|
|
// Node position
|
|
v2s16 p2d(x,z);
|
|
{
|
|
bool water_found = false;
|
|
// Use fast index incrementing
|
|
v3s16 em = vmanip.m_area.getExtent();
|
|
u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y));
|
|
for(s16 y=node_max.Y; y>=node_min.Y; y--)
|
|
{
|
|
if(water_found == false)
|
|
{
|
|
if(vmanip.m_data[i].getContent() == c_water_source)
|
|
{
|
|
v3s16 p = v3s16(p2d.X, y, p2d.Y);
|
|
data->transforming_liquid.push_back(p);
|
|
water_found = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// This can be done because water_found can only
|
|
// turn to true and end up here after going through
|
|
// a single block.
|
|
if(vmanip.m_data[i+1].getContent() != c_water_source)
|
|
{
|
|
v3s16 p = v3s16(p2d.X, y+1, p2d.Y);
|
|
data->transforming_liquid.push_back(p);
|
|
water_found = false;
|
|
}
|
|
}
|
|
|
|
vmanip->m_area.add_y(em, i, -1);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
If close to ground level
|
|
*/
|
|
|
|
//if(abs(approx_ground_depth) < 30)
|
|
if(minimum_ground_depth < 5 && maximum_ground_depth > -5)
|
|
{
|
|
/*
|
|
Add grass and mud
|
|
*/
|
|
|
|
for(s16 x=node_min.X; x<=node_max.X; x++)
|
|
for(s16 z=node_min.Z; z<=node_max.Z; z++)
|
|
{
|
|
// Node position
|
|
v2s16 p2d(x,z);
|
|
{
|
|
bool possibly_have_sand = get_have_beach(data->seed, p2d);
|
|
bool have_sand = false;
|
|
u32 current_depth = 0;
|
|
bool air_detected = false;
|
|
bool water_detected = false;
|
|
bool have_clay = false;
|
|
|
|
// Use fast index incrementing
|
|
s16 start_y = node_max.Y+2;
|
|
v3s16 em = vmanip.m_area.getExtent();
|
|
u32 i = vmanip.m_area.index(v3s16(p2d.X, start_y, p2d.Y));
|
|
for(s16 y=start_y; y>=node_min.Y-3; y--)
|
|
{
|
|
if(vmanip.m_data[i].getContent() == c_water_source)
|
|
water_detected = true;
|
|
if(vmanip.m_data[i].getContent() == CONTENT_AIR)
|
|
air_detected = true;
|
|
|
|
if((vmanip.m_data[i].getContent() == c_stone
|
|
|| vmanip.m_data[i].getContent() == c_dirt_with_grass
|
|
|| vmanip.m_data[i].getContent() == c_dirt
|
|
|| vmanip.m_data[i].getContent() == c_sand
|
|
|| vmanip.m_data[i].getContent() == c_gravel
|
|
) && (air_detected || water_detected))
|
|
{
|
|
if(current_depth == 0 && y <= WATER_LEVEL+2
|
|
&& possibly_have_sand)
|
|
have_sand = true;
|
|
|
|
if(current_depth < 4)
|
|
{
|
|
if(have_sand)
|
|
{
|
|
vmanip.m_data[i] = MapNode(c_sand);
|
|
}
|
|
#if 1
|
|
else if(current_depth==0 && !water_detected
|
|
&& y >= WATER_LEVEL && air_detected)
|
|
vmanip.m_data[i] = MapNode(c_dirt_with_grass);
|
|
#endif
|
|
else
|
|
vmanip.m_data[i] = MapNode(c_dirt);
|
|
}
|
|
else
|
|
{
|
|
if(vmanip.m_data[i].getContent() == c_dirt
|
|
|| vmanip.m_data[i].getContent() == c_dirt_with_grass)
|
|
vmanip.m_data[i] = MapNode(c_stone);
|
|
}
|
|
|
|
current_depth++;
|
|
|
|
if(current_depth >= 8)
|
|
break;
|
|
}
|
|
else if(current_depth != 0)
|
|
break;
|
|
|
|
vmanip->m_area.add_y(em, i, -1);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
Calculate some stuff
|
|
*/
|
|
|
|
float surface_humidity = surface_humidity_2d(data->seed, p2d_center);
|
|
bool is_jungle = surface_humidity > 0.75;
|
|
// Amount of trees
|
|
u32 tree_count = gen_area_nodes * tree_amount_2d(data->seed, p2d_center);
|
|
if(is_jungle)
|
|
tree_count *= 5;
|
|
|
|
/*
|
|
Add trees
|
|
*/
|
|
PseudoRandom treerandom(blockseed);
|
|
// Put trees in random places on part of division
|
|
for(u32 i=0; i<tree_count; i++)
|
|
{
|
|
s16 x = treerandom.range(node_min.X, node_max.X);
|
|
s16 z = treerandom.range(node_min.Z, node_max.Z);
|
|
//s16 y = find_ground_level(vmanip, v2s16(x,z));
|
|
s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
|
|
// Don't make a tree under water level
|
|
if(y < WATER_LEVEL)
|
|
continue;
|
|
// Make sure tree fits (only trees whose starting point is
|
|
// at this block are added)
|
|
if(y < node_min.Y || y > node_max.Y)
|
|
continue;
|
|
/*
|
|
Find exact ground level
|
|
*/
|
|
v3s16 p(x,y+6,z);
|
|
bool found = false;
|
|
for(; p.Y >= y-6; p.Y--)
|
|
{
|
|
u32 i = vmanip->m_area.index(p);
|
|
MapNode *n = &vmanip->m_data[i];
|
|
if(n->getContent() != CONTENT_AIR && n->getContent() != c_water_source && n->getContent() != CONTENT_IGNORE)
|
|
{
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
// If not found, handle next one
|
|
if(found == false)
|
|
continue;
|
|
|
|
{
|
|
u32 i = vmanip->m_area.index(p);
|
|
MapNode *n = &vmanip->m_data[i];
|
|
|
|
if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass && n->getContent() != c_sand)
|
|
continue;
|
|
|
|
// Papyrus grows only on mud and in water
|
|
if(n->getContent() == c_dirt && y <= WATER_LEVEL)
|
|
{
|
|
p.Y++;
|
|
make_papyrus(vmanip, p, ndef);
|
|
}
|
|
// Trees grow only on mud and grass, on land
|
|
else if((n->getContent() == c_dirt || n->getContent() == c_dirt_with_grass) && y > WATER_LEVEL + 2)
|
|
{
|
|
p.Y++;
|
|
//if(surface_humidity_2d(data->seed, v2s16(x, y)) < 0.5)
|
|
if(is_jungle == false)
|
|
{
|
|
bool is_apple_tree;
|
|
if(myrand_range(0,4) != 0)
|
|
is_apple_tree = false;
|
|
else
|
|
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;
|
|
make_tree(vmanip, p, is_apple_tree, ndef);
|
|
}
|
|
else
|
|
make_jungletree(vmanip, p, ndef);
|
|
}
|
|
// Cactii grow only on sand, on land
|
|
else if(n->getContent() == c_sand && y > WATER_LEVEL + 2)
|
|
{
|
|
p.Y++;
|
|
make_cactus(vmanip, p, ndef);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
Add jungle grass
|
|
*/
|
|
if(is_jungle)
|
|
{
|
|
PseudoRandom grassrandom(blockseed);
|
|
for(u32 i=0; i<surface_humidity*5*tree_count; i++)
|
|
{
|
|
s16 x = grassrandom.range(node_min.X, node_max.X);
|
|
s16 z = grassrandom.range(node_min.Z, node_max.Z);
|
|
s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 4);
|
|
if(y < WATER_LEVEL)
|
|
continue;
|
|
if(y < node_min.Y || y > node_max.Y)
|
|
continue;
|
|
/*
|
|
Find exact ground level
|
|
*/
|
|
v3s16 p(x,y+6,z);
|
|
bool found = false;
|
|
for(; p.Y >= y-6; p.Y--)
|
|
{
|
|
u32 i = vmanip->m_area.index(p);
|
|
MapNode *n = &vmanip->m_data[i];
|
|
if(data->nodedef->get(*n).is_ground_content)
|
|
{
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
// If not found, handle next one
|
|
if(found == false)
|
|
continue;
|
|
p.Y++;
|
|
if(vmanip.m_area.contains(p) == false)
|
|
continue;
|
|
if(vmanip.m_data[vmanip.m_area.index(p)].getContent() != CONTENT_AIR)
|
|
continue;
|
|
/*p.Y--;
|
|
if(vmanip.m_area.contains(p))
|
|
vmanip.m_data[vmanip.m_area.index(p)] = c_dirt;
|
|
p.Y++;*/
|
|
if(vmanip.m_area.contains(p))
|
|
vmanip.m_data[vmanip.m_area.index(p)] = c_junglegrass;
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
/*
|
|
Add some kind of random stones
|
|
*/
|
|
|
|
u32 random_stone_count = gen_area_nodes *
|
|
randomstone_amount_2d(data->seed, p2d_center);
|
|
// Put in random places on part of division
|
|
for(u32 i=0; i<random_stone_count; i++)
|
|
{
|
|
s16 x = myrand_range(node_min.X, node_max.X);
|
|
s16 z = myrand_range(node_min.Z, node_max.Z);
|
|
s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
|
|
// Don't add under water level
|
|
/*if(y < WATER_LEVEL)
|
|
continue;*/
|
|
// Don't add if doesn't belong to this block
|
|
if(y < node_min.Y || y > node_max.Y)
|
|
continue;
|
|
v3s16 p(x,y,z);
|
|
// Filter placement
|
|
/*{
|
|
u32 i = vmanip->m_area.index(v3s16(p));
|
|
MapNode *n = &vmanip->m_data[i];
|
|
if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass)
|
|
continue;
|
|
}*/
|
|
// Will be placed one higher
|
|
p.Y++;
|
|
// Add it
|
|
make_randomstone(vmanip, p);
|
|
}
|
|
#endif
|
|
|
|
#if 0
|
|
/*
|
|
Add larger stones
|
|
*/
|
|
|
|
u32 large_stone_count = gen_area_nodes *
|
|
largestone_amount_2d(data->seed, p2d_center);
|
|
//u32 large_stone_count = 1;
|
|
// Put in random places on part of division
|
|
for(u32 i=0; i<large_stone_count; i++)
|
|
{
|
|
s16 x = myrand_range(node_min.X, node_max.X);
|
|
s16 z = myrand_range(node_min.Z, node_max.Z);
|
|
s16 y = find_ground_level_from_noise(data->seed, v2s16(x,z), 1);
|
|
// Don't add under water level
|
|
/*if(y < WATER_LEVEL)
|
|
continue;*/
|
|
// Don't add if doesn't belong to this block
|
|
if(y < node_min.Y || y > node_max.Y)
|
|
continue;
|
|
v3s16 p(x,y,z);
|
|
// Filter placement
|
|
/*{
|
|
u32 i = vmanip->m_area.index(v3s16(p));
|
|
MapNode *n = &vmanip->m_data[i];
|
|
if(n->getContent() != c_dirt && n->getContent() != c_dirt_with_grass)
|
|
continue;
|
|
}*/
|
|
// Will be placed one lower
|
|
p.Y--;
|
|
// Add it
|
|
make_largestone(vmanip, p);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
Add minerals
|
|
*/
|
|
|
|
{
|
|
PseudoRandom mineralrandom(blockseed);
|
|
|
|
/*
|
|
Add meseblocks
|
|
*/
|
|
for(s16 i=0; i<approx_ground_depth/4; i++)
|
|
{
|
|
if(mineralrandom.next()%50 == 0)
|
|
{
|
|
s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
|
|
s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
|
|
s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
|
|
for(u16 i=0; i<27; i++)
|
|
{
|
|
v3s16 p = v3s16(x,y,z) + g_27dirs[i];
|
|
u32 vi = vmanip.m_area.index(p);
|
|
if(vmanip.m_data[vi].getContent() == c_stone)
|
|
if(mineralrandom.next()%8 == 0)
|
|
vmanip.m_data[vi] = MapNode(c_mese);
|
|
}
|
|
|
|
}
|
|
}
|
|
/*
|
|
Add others
|
|
*/
|
|
{
|
|
u16 a = mineralrandom.range(0,15);
|
|
a = a*a*a;
|
|
u16 amount = 20 * a/1000;
|
|
for(s16 i=0; i<amount; i++)
|
|
{
|
|
s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
|
|
s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
|
|
s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
|
|
|
|
u8 base_content = c_stone;
|
|
MapNode new_content(CONTENT_IGNORE);
|
|
u32 sparseness = 6;
|
|
|
|
if(noisebuf_ground_crumbleness.get(x,y+5,z) < -0.1)
|
|
{
|
|
new_content = MapNode(c_stone_with_coal);
|
|
}
|
|
else
|
|
{
|
|
if(noisebuf_ground_wetness.get(x,y+5,z) > 0.0)
|
|
new_content = MapNode(c_stone_with_iron);
|
|
/*if(noisebuf_ground_wetness.get(x,y,z) > 0.0)
|
|
vmanip.m_data[i] = MapNode(c_dirt);
|
|
else
|
|
vmanip.m_data[i] = MapNode(c_sand);*/
|
|
}
|
|
/*else if(noisebuf_ground_crumbleness.get(x,y,z) > 0.1)
|
|
{
|
|
}*/
|
|
|
|
if(new_content.getContent() != CONTENT_IGNORE)
|
|
{
|
|
for(u16 i=0; i<27; i++)
|
|
{
|
|
v3s16 p = v3s16(x,y,z) + g_27dirs[i];
|
|
u32 vi = vmanip.m_area.index(p);
|
|
if(vmanip.m_data[vi].getContent() == base_content)
|
|
{
|
|
if(mineralrandom.next()%sparseness == 0)
|
|
vmanip.m_data[vi] = new_content;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
/*
|
|
Add coal
|
|
*/
|
|
//for(s16 i=0; i < MYMAX(0, 50 - abs(node_min.Y+8 - (-30))); i++)
|
|
//for(s16 i=0; i<50; i++)
|
|
u16 coal_amount = 30;
|
|
u16 coal_rareness = 60 / coal_amount;
|
|
if(coal_rareness == 0)
|
|
coal_rareness = 1;
|
|
if(mineralrandom.next()%coal_rareness == 0)
|
|
{
|
|
u16 a = mineralrandom.next() % 16;
|
|
u16 amount = coal_amount * a*a*a / 1000;
|
|
for(s16 i=0; i<amount; i++)
|
|
{
|
|
s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
|
|
s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
|
|
s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
|
|
for(u16 i=0; i<27; i++)
|
|
{
|
|
v3s16 p = v3s16(x,y,z) + g_27dirs[i];
|
|
u32 vi = vmanip.m_area.index(p);
|
|
if(vmanip.m_data[vi].getContent() == c_stone)
|
|
if(mineralrandom.next()%8 == 0)
|
|
vmanip.m_data[vi] = MapNode(c_stone_with_coal);
|
|
}
|
|
}
|
|
}
|
|
/*
|
|
Add iron
|
|
*/
|
|
u16 iron_amount = 8;
|
|
u16 iron_rareness = 60 / iron_amount;
|
|
if(iron_rareness == 0)
|
|
iron_rareness = 1;
|
|
if(mineralrandom.next()%iron_rareness == 0)
|
|
{
|
|
u16 a = mineralrandom.next() % 16;
|
|
u16 amount = iron_amount * a*a*a / 1000;
|
|
for(s16 i=0; i<amount; i++)
|
|
{
|
|
s16 x = mineralrandom.range(node_min.X+1, node_max.X-1);
|
|
s16 y = mineralrandom.range(node_min.Y+1, node_max.Y-1);
|
|
s16 z = mineralrandom.range(node_min.Z+1, node_max.Z-1);
|
|
for(u16 i=0; i<27; i++)
|
|
{
|
|
v3s16 p = v3s16(x,y,z) + g_27dirs[i];
|
|
u32 vi = vmanip.m_area.index(p);
|
|
if(vmanip.m_data[vi].getContent() == c_stone)
|
|
if(mineralrandom.next()%8 == 0)
|
|
vmanip.m_data[vi] = MapNode(c_stone_with_iron);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
Calculate lighting
|
|
*/
|
|
{
|
|
ScopeProfiler sp(g_profiler, "EmergeThread: mapgen lighting update",
|
|
SPT_AVG);
|
|
//VoxelArea a(node_min, node_max);
|
|
VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE,
|
|
node_max+v3s16(1,0,1)*MAP_BLOCKSIZE);
|
|
/*VoxelArea a(node_min-v3s16(1,0,1)*MAP_BLOCKSIZE/2,
|
|
node_max+v3s16(1,0,1)*MAP_BLOCKSIZE/2);*/
|
|
enum LightBank banks[2] = {LIGHTBANK_DAY, LIGHTBANK_NIGHT};
|
|
for(int i=0; i<2; i++)
|
|
{
|
|
enum LightBank bank = banks[i];
|
|
|
|
core::map<v3s16, bool> light_sources;
|
|
core::map<v3s16, u8> unlight_from;
|
|
|
|
voxalgo::clearLightAndCollectSources(vmanip, a, bank, ndef,
|
|
light_sources, unlight_from);
|
|
|
|
bool inexistent_top_provides_sunlight = !block_is_underground;
|
|
voxalgo::SunlightPropagateResult res = voxalgo::propagateSunlight(
|
|
vmanip, a, inexistent_top_provides_sunlight,
|
|
light_sources, ndef);
|
|
// TODO: Do stuff according to bottom_sunlight_valid
|
|
|
|
vmanip.unspreadLight(bank, unlight_from, light_sources, ndef);
|
|
|
|
vmanip.spreadLight(bank, light_sources, ndef);
|
|
}
|
|
}
|
|
}
|
|
|
|
BlockMakeData::BlockMakeData():
|
|
no_op(false),
|
|
vmanip(NULL),
|
|
seed(0),
|
|
nodedef(NULL)
|
|
{}
|
|
|
|
BlockMakeData::~BlockMakeData()
|
|
{
|
|
delete vmanip;
|
|
}
|
|
|
|
}; // namespace mapgen
|
|
|
|
|