Add mapgen parameters to set the range of the random number of randomwalk caves per mapchunk, and to set the proportion that are flooded with liquids. Default values are, for now, unchanged from the previous hardcoded values. Add parameters to allow small randomwalk caves Disabled by default for now as they have never been present in the non-mgv6 mapgens.
310 lines
11 KiB
C++
310 lines
11 KiB
C++
/*
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Minetest
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Copyright (C) 2015-2018 paramat
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Copyright (C) 2015-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "mapgen.h"
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#include "voxel.h"
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#include "noise.h"
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#include "mapblock.h"
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#include "mapnode.h"
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#include "map.h"
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#include "content_sao.h"
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#include "nodedef.h"
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#include "voxelalgorithms.h"
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//#include "profiler.h" // For TimeTaker
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#include "settings.h" // For g_settings
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#include "emerge.h"
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#include "dungeongen.h"
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#include "cavegen.h"
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#include "mg_biome.h"
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#include "mg_ore.h"
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#include "mg_decoration.h"
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#include "mapgen_flat.h"
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FlagDesc flagdesc_mapgen_flat[] = {
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{"lakes", MGFLAT_LAKES},
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{"hills", MGFLAT_HILLS},
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{NULL, 0}
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};
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///////////////////////////////////////////////////////////////////////////////////////
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MapgenFlat::MapgenFlat(MapgenFlatParams *params, EmergeManager *emerge)
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: MapgenBasic(MAPGEN_FLAT, params, emerge)
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{
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spflags = params->spflags;
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ground_level = params->ground_level;
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large_cave_depth = params->large_cave_depth;
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lava_depth = params->lava_depth;
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small_cave_num_min = params->small_cave_num_min;
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small_cave_num_max = params->small_cave_num_max;
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large_cave_num_min = params->large_cave_num_min;
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large_cave_num_max = params->large_cave_num_max;
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large_cave_flooded = params->large_cave_flooded;
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cave_width = params->cave_width;
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lake_threshold = params->lake_threshold;
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lake_steepness = params->lake_steepness;
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hill_threshold = params->hill_threshold;
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hill_steepness = params->hill_steepness;
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dungeon_ymin = params->dungeon_ymin;
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dungeon_ymax = params->dungeon_ymax;
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// 2D noise
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noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
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if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
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noise_terrain = new Noise(¶ms->np_terrain, seed, csize.X, csize.Z);
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// 3D noise
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MapgenBasic::np_cave1 = params->np_cave1;
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MapgenBasic::np_cave2 = params->np_cave2;
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MapgenBasic::np_dungeons = params->np_dungeons;
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}
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MapgenFlat::~MapgenFlat()
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{
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delete noise_filler_depth;
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if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
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delete noise_terrain;
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}
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MapgenFlatParams::MapgenFlatParams():
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np_terrain (0, 1, v3f(600, 600, 600), 7244, 5, 0.6, 2.0),
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np_filler_depth (0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0),
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np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
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np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
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np_dungeons (0.9, 0.5, v3f(500, 500, 500), 0, 2, 0.8, 2.0)
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{
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}
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void MapgenFlatParams::readParams(const Settings *settings)
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{
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settings->getFlagStrNoEx("mgflat_spflags", spflags, flagdesc_mapgen_flat);
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settings->getS16NoEx("mgflat_ground_level", ground_level);
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settings->getS16NoEx("mgflat_large_cave_depth", large_cave_depth);
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settings->getS16NoEx("mgflat_lava_depth", lava_depth);
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settings->getU16NoEx("mgflat_small_cave_num_min", small_cave_num_min);
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settings->getU16NoEx("mgflat_small_cave_num_max", small_cave_num_max);
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settings->getU16NoEx("mgflat_large_cave_num_min", large_cave_num_min);
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settings->getU16NoEx("mgflat_large_cave_num_max", large_cave_num_max);
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settings->getFloatNoEx("mgflat_large_cave_flooded", large_cave_flooded);
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settings->getFloatNoEx("mgflat_cave_width", cave_width);
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settings->getFloatNoEx("mgflat_lake_threshold", lake_threshold);
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settings->getFloatNoEx("mgflat_lake_steepness", lake_steepness);
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settings->getFloatNoEx("mgflat_hill_threshold", hill_threshold);
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settings->getFloatNoEx("mgflat_hill_steepness", hill_steepness);
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settings->getS16NoEx("mgflat_dungeon_ymin", dungeon_ymin);
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settings->getS16NoEx("mgflat_dungeon_ymax", dungeon_ymax);
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settings->getNoiseParams("mgflat_np_terrain", np_terrain);
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settings->getNoiseParams("mgflat_np_filler_depth", np_filler_depth);
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settings->getNoiseParams("mgflat_np_cave1", np_cave1);
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settings->getNoiseParams("mgflat_np_cave2", np_cave2);
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settings->getNoiseParams("mgflat_np_dungeons", np_dungeons);
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}
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void MapgenFlatParams::writeParams(Settings *settings) const
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{
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settings->setFlagStr("mgflat_spflags", spflags, flagdesc_mapgen_flat, U32_MAX);
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settings->setS16("mgflat_ground_level", ground_level);
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settings->setS16("mgflat_large_cave_depth", large_cave_depth);
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settings->setS16("mgflat_lava_depth", lava_depth);
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settings->setU16("mgflat_small_cave_num_min", small_cave_num_min);
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settings->setU16("mgflat_small_cave_num_max", small_cave_num_max);
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settings->setU16("mgflat_large_cave_num_min", large_cave_num_min);
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settings->setU16("mgflat_large_cave_num_max", large_cave_num_max);
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settings->setFloat("mgflat_large_cave_flooded", large_cave_flooded);
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settings->setFloat("mgflat_cave_width", cave_width);
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settings->setFloat("mgflat_lake_threshold", lake_threshold);
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settings->setFloat("mgflat_lake_steepness", lake_steepness);
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settings->setFloat("mgflat_hill_threshold", hill_threshold);
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settings->setFloat("mgflat_hill_steepness", hill_steepness);
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settings->setS16("mgflat_dungeon_ymin", dungeon_ymin);
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settings->setS16("mgflat_dungeon_ymax", dungeon_ymax);
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settings->setNoiseParams("mgflat_np_terrain", np_terrain);
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settings->setNoiseParams("mgflat_np_filler_depth", np_filler_depth);
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settings->setNoiseParams("mgflat_np_cave1", np_cave1);
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settings->setNoiseParams("mgflat_np_cave2", np_cave2);
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settings->setNoiseParams("mgflat_np_dungeons", np_dungeons);
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}
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/////////////////////////////////////////////////////////////////
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int MapgenFlat::getSpawnLevelAtPoint(v2s16 p)
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{
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s16 stone_level = ground_level;
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float n_terrain =
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((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS)) ?
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NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed) :
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0.0f;
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if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
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s16 depress = (lake_threshold - n_terrain) * lake_steepness;
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stone_level = ground_level - depress;
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} else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
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s16 rise = (n_terrain - hill_threshold) * hill_steepness;
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stone_level = ground_level + rise;
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}
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if (ground_level < water_level)
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// Ocean world, may not have islands so allow spawn in water
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return MYMAX(stone_level + 2, water_level);
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if (stone_level >= water_level)
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// Spawn on land
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// + 2 not + 1, to spawn above biome 'dust' nodes
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return stone_level + 2;
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// Unsuitable spawn point
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return MAX_MAP_GENERATION_LIMIT;
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}
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void MapgenFlat::makeChunk(BlockMakeData *data)
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{
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// Pre-conditions
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assert(data->vmanip);
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assert(data->nodedef);
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assert(data->blockpos_requested.X >= data->blockpos_min.X &&
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data->blockpos_requested.Y >= data->blockpos_min.Y &&
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data->blockpos_requested.Z >= data->blockpos_min.Z);
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assert(data->blockpos_requested.X <= data->blockpos_max.X &&
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data->blockpos_requested.Y <= data->blockpos_max.Y &&
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data->blockpos_requested.Z <= data->blockpos_max.Z);
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this->generating = true;
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this->vm = data->vmanip;
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this->ndef = data->nodedef;
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//TimeTaker t("makeChunk");
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v3s16 blockpos_min = data->blockpos_min;
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v3s16 blockpos_max = data->blockpos_max;
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node_min = blockpos_min * MAP_BLOCKSIZE;
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node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
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full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
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full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
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blockseed = getBlockSeed2(full_node_min, seed);
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// Generate base terrain, mountains, and ridges with initial heightmaps
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s16 stone_surface_max_y = generateTerrain();
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// Create heightmap
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updateHeightmap(node_min, node_max);
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// Init biome generator, place biome-specific nodes, and build biomemap
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if (flags & MG_BIOMES) {
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biomegen->calcBiomeNoise(node_min);
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generateBiomes();
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}
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if (flags & MG_CAVES) {
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// Generate tunnels
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generateCavesNoiseIntersection(stone_surface_max_y);
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// Generate large randomwalk caves
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generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
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}
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// Generate the registered ores
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m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
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if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
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full_node_max.Y <= dungeon_ymax)
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generateDungeons(stone_surface_max_y);
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// Generate the registered decorations
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if (flags & MG_DECORATIONS)
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m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
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// Sprinkle some dust on top after everything else was generated
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if (flags & MG_BIOMES)
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dustTopNodes();
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//printf("makeChunk: %dms\n", t.stop());
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updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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if (flags & MG_LIGHT)
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calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
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full_node_min, full_node_max);
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//setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
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// node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
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this->generating = false;
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}
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s16 MapgenFlat::generateTerrain()
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{
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MapNode n_air(CONTENT_AIR);
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MapNode n_stone(c_stone);
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MapNode n_water(c_water_source);
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const v3s16 &em = vm->m_area.getExtent();
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s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
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u32 ni2d = 0;
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bool use_noise = (spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS);
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if (use_noise)
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noise_terrain->perlinMap2D(node_min.X, node_min.Z);
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
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for (s16 x = node_min.X; x <= node_max.X; x++, ni2d++) {
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s16 stone_level = ground_level;
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float n_terrain = use_noise ? noise_terrain->result[ni2d] : 0.0f;
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if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
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s16 depress = (lake_threshold - n_terrain) * lake_steepness;
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stone_level = ground_level - depress;
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} else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
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s16 rise = (n_terrain - hill_threshold) * hill_steepness;
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stone_level = ground_level + rise;
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}
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u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
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for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
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if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
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if (y <= stone_level) {
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vm->m_data[vi] = n_stone;
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if (y > stone_surface_max_y)
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stone_surface_max_y = y;
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} else if (y <= water_level) {
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vm->m_data[vi] = n_water;
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} else {
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vm->m_data[vi] = n_air;
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}
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}
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VoxelArea::add_y(em, vi, 1);
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}
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}
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return stone_surface_max_y;
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}
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