mirror of
https://github.com/moparisthebest/minetest
synced 2024-11-17 23:05:07 -05:00
3004 lines
76 KiB
C++
3004 lines
76 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 "biome.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 "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 "settings.h" // For g_settings
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#include "main.h" // For g_profiler
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#include "treegen.h"
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#include "mapgen_v6.h"
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FlagDesc flagdesc_mapgen[] = {
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{"trees", MG_TREES},
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{"caves", MG_CAVES},
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{"dungeons", MG_DUNGEONS},
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{"v6_forests", MGV6_FORESTS},
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{"v6_biome_blend", MGV6_BIOME_BLEND},
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{"flat", MG_FLAT},
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{NULL, 0}
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};
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///////////////////////////////////////////////////////////////////////////////
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/////////////////////////////// Emerge Manager ////////////////////////////////
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EmergeManager::EmergeManager(IGameDef *gamedef, BiomeDefManager *bdef) {
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//register built-in mapgens
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registerMapgen("v6", new MapgenFactoryV6());
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//the order of these assignments is pretty important
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this->biomedef = bdef ? bdef : new BiomeDefManager(gamedef);
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this->params = NULL;
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this->mapgen = NULL;
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}
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EmergeManager::~EmergeManager() {
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delete biomedef;
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delete mapgen;
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delete params;
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}
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void EmergeManager::initMapgens(MapgenParams *mgparams) {
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if (mapgen)
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return;
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this->params = mgparams;
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this->mapgen = getMapgen(); //only one mapgen for now!
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}
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Mapgen *EmergeManager::getMapgen() {
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if (!mapgen) {
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mapgen = createMapgen(params->mg_name, 0, params, this);
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if (!mapgen) {
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infostream << "EmergeManager: falling back to mapgen v6" << std::endl;
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delete params;
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params = createMapgenParams("v6");
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mapgen = createMapgen("v6", 0, params, this);
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}
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}
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return mapgen;
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}
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void EmergeManager::addBlockToQueue() {
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//STUB
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}
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int EmergeManager::getGroundLevelAtPoint(v2s16 p) {
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if (!mapgen)
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return 0;
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return mapgen->getGroundLevelAtPoint(p);
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}
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bool EmergeManager::isBlockUnderground(v3s16 blockpos) {
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/*
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v2s16 p = v2s16((blockpos.X * MAP_BLOCKSIZE) + MAP_BLOCKSIZE / 2,
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(blockpos.Y * MAP_BLOCKSIZE) + MAP_BLOCKSIZE / 2);
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int ground_level = getGroundLevelAtPoint(p);
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return blockpos.Y * (MAP_BLOCKSIZE + 1) <= min(water_level, ground_level);
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*/
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//yuck, but then again, should i bother being accurate?
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//the height of the nodes in a single block is quite variable
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return blockpos.Y * (MAP_BLOCKSIZE + 1) <= params->water_level;
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}
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u32 EmergeManager::getBlockSeed(v3s16 p) {
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return (u32)(params->seed & 0xFFFFFFFF) +
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p.Z * 38134234 +
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p.Y * 42123 +
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p.Y * 23;
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}
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Mapgen *EmergeManager::createMapgen(std::string mgname, int mgid,
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MapgenParams *mgparams, EmergeManager *emerge) {
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std::map<std::string, MapgenFactory *>::const_iterator iter = mglist.find(mgname);
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if (iter == mglist.end()) {
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errorstream << "EmergeManager; mapgen " << mgname <<
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" not registered" << std::endl;
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return NULL;
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}
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MapgenFactory *mgfactory = iter->second;
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return mgfactory->createMapgen(mgid, mgparams, emerge);
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}
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MapgenParams *EmergeManager::createMapgenParams(std::string mgname) {
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std::map<std::string, MapgenFactory *>::const_iterator iter = mglist.find(mgname);
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if (iter == mglist.end()) {
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errorstream << "EmergeManager: mapgen " << mgname <<
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" not registered" << std::endl;
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return NULL;
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}
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MapgenFactory *mgfactory = iter->second;
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return mgfactory->createMapgenParams();
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}
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MapgenParams *EmergeManager::getParamsFromSettings(Settings *settings) {
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std::string mg_name = settings->get("mg_name");
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MapgenParams *mgparams = createMapgenParams(mg_name);
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mgparams->mg_name = mg_name;
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mgparams->seed = settings->getU64(settings == g_settings ? "fixed_map_seed" : "seed");
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mgparams->water_level = settings->getS16("water_level");
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mgparams->chunksize = settings->getS16("chunksize");
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mgparams->flags = settings->getFlagStr("mg_flags", flagdesc_mapgen);
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if (!mgparams->readParams(settings)) {
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delete mgparams;
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return NULL;
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}
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return mgparams;
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}
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void EmergeManager::setParamsToSettings(Settings *settings) {
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settings->set("mg_name", params->mg_name);
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settings->setU64("seed", params->seed);
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settings->setS16("water_level", params->water_level);
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settings->setS16("chunksize", params->chunksize);
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settings->setFlagStr("mg_flags", params->flags, flagdesc_mapgen);
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params->writeParams(settings);
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}
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void EmergeManager::registerMapgen(std::string mgname, MapgenFactory *mgfactory) {
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mglist.insert(std::make_pair(mgname, mgfactory));
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infostream << "EmergeManager: registered mapgen " << mgname << std::endl;
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}
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/////////////////////
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bool MapgenV6Params::readParams(Settings *settings) {
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freq_desert = settings->getFloat("mgv6_freq_desert");
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freq_beach = settings->getFloat("mgv6_freq_beach");
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np_terrain_base = settings->getNoiseParams("mgv6_np_terrain_base");
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np_terrain_higher = settings->getNoiseParams("mgv6_np_terrain_higher");
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np_steepness = settings->getNoiseParams("mgv6_np_steepness");
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np_height_select = settings->getNoiseParams("mgv6_np_height_select");
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np_trees = settings->getNoiseParams("mgv6_np_trees");
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np_mud = settings->getNoiseParams("mgv6_np_mud");
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np_beach = settings->getNoiseParams("mgv6_np_beach");
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np_biome = settings->getNoiseParams("mgv6_np_biome");
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np_cave = settings->getNoiseParams("mgv6_np_cave");
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bool success =
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np_terrain_base && np_terrain_higher && np_steepness &&
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np_height_select && np_trees && np_mud &&
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np_beach && np_biome && np_cave;
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return success;
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}
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void MapgenV6Params::writeParams(Settings *settings) {
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settings->setFloat("mgv6_freq_desert", freq_desert);
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settings->setFloat("mgv6_freq_beach", freq_beach);
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settings->setNoiseParams("mgv6_np_terrain_base", np_terrain_base);
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settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
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settings->setNoiseParams("mgv6_np_steepness", np_steepness);
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settings->setNoiseParams("mgv6_np_height_select", np_height_select);
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settings->setNoiseParams("mgv6_np_trees", np_trees);
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settings->setNoiseParams("mgv6_np_mud", np_mud);
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settings->setNoiseParams("mgv6_np_beach", np_beach);
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settings->setNoiseParams("mgv6_np_biome", np_biome);
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settings->setNoiseParams("mgv6_np_cave", np_cave);
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}
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/////////////////////////////////// legacy static functions for farmesh
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s16 Mapgen::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
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//just need to return something
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s16 level = 5;
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return level;
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}
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bool Mapgen::get_have_beach(u64 seed, v2s16 p2d) {
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double sandnoise = noise2d_perlin(
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0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
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seed+59420, 3, 0.50);
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return (sandnoise > 0.15);
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}
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double Mapgen::tree_amount_2d(u64 seed, v2s16 p) {
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double noise = noise2d_perlin(
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0.5+(float)p.X/125, 0.5+(float)p.Y/125,
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seed+2, 4, 0.66);
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double zeroval = -0.39;
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if(noise < zeroval)
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return 0;
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else
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return 0.04 * (noise-zeroval) / (1.0-zeroval);
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}
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#if 0 /// BIG COMMENT
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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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#if 0
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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;
|
|
vmanip.m_data[vi] = MapNode(ndef->getId("mapgen_cobble"));
|
|
}
|
|
}
|
|
|
|
// Fill with air
|
|
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)
|
|
continue;
|
|
u32 vi = vmanip.m_area.index(p);
|
|
vmanip.m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
|
|
vmanip.m_data[vi] = MapNode(CONTENT_AIR);
|
|
}
|
|
}
|
|
|
|
static void make_fill(VoxelManipulator &vmanip, v3s16 place, v3s16 size,
|
|
u8 avoid_flags, MapNode n, u8 or_flags)
|
|
{
|
|
for(s16 z=0; z<size.Z; z++)
|
|
for(s16 y=0; y<size.Y; y++)
|
|
for(s16 x=0; x<size.X; x++)
|
|
{
|
|
v3s16 p = place + v3s16(x,y,z);
|
|
if(vmanip.m_area.contains(p) == false)
|
|
continue;
|
|
u32 vi = vmanip.m_area.index(p);
|
|
if(vmanip.m_flags[vi] & avoid_flags)
|
|
continue;
|
|
vmanip.m_flags[vi] |= or_flags;
|
|
vmanip.m_data[vi] = n;
|
|
}
|
|
}
|
|
|
|
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 = b*b*b*b*b*b*b;
|
|
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 > 0.45)
|
|
return BT_DESERT;
|
|
if(d > 0.35 && (noise2d( p2d.X, p2d.Y, int(seed) ) + 1.0) > ( 0.45 - d ) * 20.0 )
|
|
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 or ignore
|
|
if(vmanip.m_data[i].getContent() == CONTENT_IGNORE ||
|
|
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);
|
|
{
|
|
PseudoRandom ps (blockseed);
|
|
// 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 = ps.range(p2d_min.X, p2d_max.X);
|
|
s16 z = ps.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
|
|
treegen::make_tree(vmanip, p, false, ndef, ps.next());
|
|
}
|
|
}
|
|
}
|
|
|
|
#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);
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif ///BIG COMMENT
|
|
|
|
BlockMakeData::BlockMakeData():
|
|
no_op(false),
|
|
vmanip(NULL),
|
|
seed(0),
|
|
nodedef(NULL)
|
|
{}
|
|
|
|
BlockMakeData::~BlockMakeData()
|
|
{
|
|
delete vmanip;
|
|
}
|
|
|
|
//}; // namespace mapgen
|
|
|
|
|