Previously dungeons > decorations > ores. Decorations depend on the node they are placed on, and ore types are increasingly able to place large continuous volumes of nodes, such as strata. Decorations are increasingly being used underground. The new order avoids a node being changed by ore generation after a decoration has been placed on it. The new order also avoids ores appearing in the walls of a dungeon if the wall nodes match the local stone node.
308 lines
10 KiB
C++
308 lines
10 KiB
C++
/*
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Minetest
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Copyright (C) 2014-2018 paramat
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Copyright (C) 2014-2018 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_v5.h"
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FlagDesc flagdesc_mapgen_v5[] = {
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{"caverns", MGV5_CAVERNS},
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{NULL, 0}
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};
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MapgenV5::MapgenV5(int mapgenid, MapgenV5Params *params, EmergeManager *emerge)
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: MapgenBasic(mapgenid, params, emerge)
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{
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spflags = params->spflags;
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cave_width = params->cave_width;
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large_cave_depth = params->large_cave_depth;
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lava_depth = params->lava_depth;
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cavern_limit = params->cavern_limit;
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cavern_taper = params->cavern_taper;
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cavern_threshold = params->cavern_threshold;
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dungeon_ymin = params->dungeon_ymin;
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dungeon_ymax = params->dungeon_ymax;
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// Terrain noise
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noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
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noise_factor = new Noise(¶ms->np_factor, seed, csize.X, csize.Z);
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noise_height = new Noise(¶ms->np_height, seed, csize.X, csize.Z);
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// 3D terrain noise
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// 1-up 1-down overgeneration
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noise_ground = new Noise(¶ms->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
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// 1 down overgeneration
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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_cavern = params->np_cavern;
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}
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MapgenV5::~MapgenV5()
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{
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delete noise_filler_depth;
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delete noise_factor;
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delete noise_height;
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delete noise_ground;
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}
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MapgenV5Params::MapgenV5Params():
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np_filler_depth (0, 1, v3f(150, 150, 150), 261, 4, 0.7, 2.0),
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np_factor (0, 1, v3f(250, 250, 250), 920381, 3, 0.45, 2.0),
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np_height (0, 10, v3f(250, 250, 250), 84174, 4, 0.5, 2.0),
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np_ground (0, 40, v3f(80, 80, 80), 983240, 4, 0.55, 2.0, NOISE_FLAG_EASED),
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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_cavern (0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0)
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{
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}
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void MapgenV5Params::readParams(const Settings *settings)
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{
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settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5);
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settings->getFloatNoEx("mgv5_cave_width", cave_width);
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settings->getS16NoEx("mgv5_large_cave_depth", large_cave_depth);
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settings->getS16NoEx("mgv5_lava_depth", lava_depth);
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settings->getS16NoEx("mgv5_cavern_limit", cavern_limit);
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settings->getS16NoEx("mgv5_cavern_taper", cavern_taper);
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settings->getFloatNoEx("mgv5_cavern_threshold", cavern_threshold);
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settings->getS16NoEx("mgv5_dungeon_ymin", dungeon_ymin);
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settings->getS16NoEx("mgv5_dungeon_ymax", dungeon_ymax);
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settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
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settings->getNoiseParams("mgv5_np_factor", np_factor);
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settings->getNoiseParams("mgv5_np_height", np_height);
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settings->getNoiseParams("mgv5_np_ground", np_ground);
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settings->getNoiseParams("mgv5_np_cave1", np_cave1);
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settings->getNoiseParams("mgv5_np_cave2", np_cave2);
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settings->getNoiseParams("mgv5_np_cavern", np_cavern);
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}
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void MapgenV5Params::writeParams(Settings *settings) const
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{
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settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, U32_MAX);
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settings->setFloat("mgv5_cave_width", cave_width);
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settings->setS16("mgv5_large_cave_depth", large_cave_depth);
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settings->setS16("mgv5_lava_depth", lava_depth);
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settings->setS16("mgv5_cavern_limit", cavern_limit);
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settings->setS16("mgv5_cavern_taper", cavern_taper);
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settings->setFloat("mgv5_cavern_threshold", cavern_threshold);
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settings->setS16("mgv5_dungeon_ymin", dungeon_ymin);
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settings->setS16("mgv5_dungeon_ymax", dungeon_ymax);
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settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
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settings->setNoiseParams("mgv5_np_factor", np_factor);
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settings->setNoiseParams("mgv5_np_height", np_height);
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settings->setNoiseParams("mgv5_np_ground", np_ground);
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settings->setNoiseParams("mgv5_np_cave1", np_cave1);
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settings->setNoiseParams("mgv5_np_cave2", np_cave2);
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settings->setNoiseParams("mgv5_np_cavern", np_cavern);
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}
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int MapgenV5::getSpawnLevelAtPoint(v2s16 p)
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{
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float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
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if (f < 0.01)
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f = 0.01;
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else if (f >= 1.0)
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f *= 1.6;
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float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
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// noise_height 'offset' is the average level of terrain. At least 50% of
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// terrain will be below this.
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// Raising the maximum spawn level above 'water_level + 16' is necessary
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// for when noise_height 'offset' is set much higher than water_level.
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s16 max_spawn_y = MYMAX(noise_height->np.offset, water_level + 16);
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// Starting spawn search at max_spawn_y + 128 ensures 128 nodes of open
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// space above spawn position. Avoids spawning in possibly sealed voids.
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for (s16 y = max_spawn_y + 128; y >= water_level; y--) {
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float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
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if (n_ground * f > y - h) { // If solid
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if (y < water_level || y > max_spawn_y)
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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// y + 2 because y is surface and due to biome 'dust' nodes.
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return y + 2;
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}
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}
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// Unsuitable spawn position, no ground found
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return MAX_MAP_GENERATION_LIMIT;
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}
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void MapgenV5::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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// Create a block-specific seed
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blockseed = getBlockSeed2(full_node_min, seed);
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// Generate base terrain
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s16 stone_surface_max_y = generateBaseTerrain();
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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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// Generate tunnels, caverns and large randomwalk caves
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if (flags & MG_CAVES) {
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// Generate tunnels first as caverns confuse them
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generateCavesNoiseIntersection(stone_surface_max_y);
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// Generate caverns
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bool near_cavern = false;
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if (spflags & MGV5_CAVERNS)
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near_cavern = generateCavernsNoise(stone_surface_max_y);
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// Generate large randomwalk caves
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if (near_cavern)
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// Disable large randomwalk caves in this mapchunk by setting
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// 'large cave depth' to world base. Avoids excessive liquid in
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// large caverns and floating blobs of overgenerated liquid.
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generateCavesRandomWalk(stone_surface_max_y,
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-MAX_MAP_GENERATION_LIMIT);
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else
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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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// Generate dungeons and desert temples
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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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// Add top and bottom side of water to transforming_liquid queue
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updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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// Calculate lighting
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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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}
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this->generating = false;
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}
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int MapgenV5::generateBaseTerrain()
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{
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u32 index = 0;
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u32 index2d = 0;
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int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
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noise_factor->perlinMap2D(node_min.X, node_min.Z);
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noise_height->perlinMap2D(node_min.X, node_min.Z);
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noise_ground->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
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for (s16 z=node_min.Z; z<=node_max.Z; z++) {
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for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
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u32 vi = vm->m_area.index(node_min.X, y, z);
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for (s16 x=node_min.X; x<=node_max.X; x++, vi++, index++, index2d++) {
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if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
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continue;
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float f = 0.55 + noise_factor->result[index2d];
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if (f < 0.01)
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f = 0.01;
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else if (f >= 1.0)
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f *= 1.6;
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float h = noise_height->result[index2d];
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if (noise_ground->result[index] * f < y - h) {
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if (y <= water_level)
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vm->m_data[vi] = MapNode(c_water_source);
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else
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vm->m_data[vi] = MapNode(CONTENT_AIR);
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} else {
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vm->m_data[vi] = MapNode(c_stone);
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if (y > stone_surface_max_y)
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stone_surface_max_y = y;
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}
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}
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index2d -= ystride;
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}
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index2d += ystride;
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}
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return stone_surface_max_y;
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}
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