From d5029958b9017ad89775bc4f68c4de3db603e618 Mon Sep 17 00:00:00 2001 From: kwolekr Date: Sat, 22 Dec 2012 00:34:35 -0500 Subject: Readded and optimized mapgen V6 --- src/mapgen_v6.cpp | 1391 +++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1391 insertions(+) create mode 100644 src/mapgen_v6.cpp (limited to 'src/mapgen_v6.cpp') diff --git a/src/mapgen_v6.cpp b/src/mapgen_v6.cpp new file mode 100644 index 000000000..b1c2583ba --- /dev/null +++ b/src/mapgen_v6.cpp @@ -0,0 +1,1391 @@ +/* +Minetest-c55 +Copyright (C) 2010-2011 celeron55, Perttu Ahola + +This program is free software; you can redistribute it and/or modify +it under the terms of the GNU Lesser General Public License as published by +the Free Software Foundation; either version 2.1 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU Lesser General Public License for more details. + +You should have received a copy of the GNU Lesser General Public License along +with this program; if not, write to the Free Software Foundation, Inc., +51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. +*/ + +#include "mapgen.h" +#include "voxel.h" +#include "noise.h" +#include "mapblock.h" +#include "mapnode.h" +#include "map.h" +//#include "serverobject.h" +#include "content_sao.h" +#include "nodedef.h" +#include "content_mapnode.h" // For content_mapnode_get_new_name +#include "voxelalgorithms.h" +#include "profiler.h" +#include "settings.h" // For g_settings +#include "main.h" // For g_profiler + +#define AVERAGE_MUD_AMOUNT 4 + + +NoiseParams nparams_v6_def_terrain_base = + {-AVERAGE_MUD_AMOUNT, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6}; +NoiseParams nparams_v6_def_terrain_higher = + {20.0, 16.0, v3f(500.0, 500.0, 500.0), 85309, 5, 0.6}; +NoiseParams nparams_v6_def_steepness = + {0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7}; +NoiseParams nparams_v6_def_height_select = + {0.5, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69}; +NoiseParams nparams_v6_def_trees = + {0.0, 1.0, v3f(125.0, 125.0, 125.0), 2, 4, 0.66}; +NoiseParams nparams_v6_def_mud = + {AVERAGE_MUD_AMOUNT, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55}; +NoiseParams nparams_v6_def_beach = + {0.0, 1.0, v3f(250.0, 250.0, 250.0), 59420, 3, 0.50}; +NoiseParams nparams_v6_def_biome = + {0.0, 1.0, v3f(250.0, 250.0, 250.0), 9130, 3, 0.50}; +//NoiseParams nparams_v6_def_cave = +// {6.0, 6.0, v3f(250.0, 250.0, 250.0), 34329, 3, 0.50}; + + +NoiseParams *np_terrain_base = &nparams_v6_def_terrain_base; +NoiseParams *np_terrain_higher = &nparams_v6_def_terrain_higher; +NoiseParams *np_steepness = &nparams_v6_def_steepness; +NoiseParams *np_height_select = &nparams_v6_def_height_select; +NoiseParams *np_trees = &nparams_v6_def_trees; +NoiseParams *np_mud = &nparams_v6_def_mud; +NoiseParams *np_beach = &nparams_v6_def_beach; +NoiseParams *np_biome = &nparams_v6_def_biome; +//NoiseParams *np_cave = &nparams_v6_def_cave; + + +MapgenV6::MapgenV6(int mapgenid, u64 seed) { + this->generating = false; + this->id = mapgenid; + this->seed = (int)seed; + + this->water_level = 1; + + this->csize = v3s16(5, 5, 5) * MAP_BLOCKSIZE; /////////////////get this from config! + this->ystride = csize.X; + + this->use_smooth_biome_trans = g_settings->getBool("mgv6_use_smooth_biome_trans"); + + noise_terrain_base = new Noise(np_terrain_base, seed, csize.X, csize.Y); + noise_terrain_higher = new Noise(np_terrain_higher, seed, csize.X, csize.Y); + noise_steepness = new Noise(np_steepness, seed, csize.X, csize.Y); + noise_height_select = new Noise(np_height_select, seed, csize.X, csize.Y); + noise_trees = new Noise(np_trees, seed, csize.X, csize.Y); + noise_mud = new Noise(np_mud, seed, csize.X, csize.Y); + noise_beach = new Noise(np_beach, seed, csize.X, csize.Y); + noise_biome = new Noise(np_biome, seed, csize.X, csize.Y); + //noise_cave = new Noise(np_cave, seed, csize.X, csize.Y); + + map_terrain_base = noise_terrain_base->result; + map_terrain_higher = noise_terrain_higher->result; + map_steepness = noise_steepness->result; + map_height_select = noise_height_select->result; + map_trees = noise_trees->result; + map_mud = noise_mud->result; + map_beach = noise_beach->result; + map_biome = noise_biome->result; + //map_cave = noise_cave->result; +} + + +MapgenV6::~MapgenV6() { + delete noise_terrain_base; + delete noise_terrain_higher; + delete noise_steepness; + delete noise_height_select; + delete noise_trees; + delete noise_mud; + delete noise_beach; + delete noise_biome; + delete noise_cave; +} + + +/* + Some helper functions for the map generator +*/ + +#if 1 +// Returns Y one under area minimum if not found +s16 MapgenV6::find_ground_level(VoxelManipulator &vmanip, v2s16 p2d, + INodeDefManager *ndef) +{ + v3s16 em = vmanip.m_area.getExtent(); + s16 y_nodes_max = vmanip.m_area.MaxEdge.Y; + s16 y_nodes_min = vmanip.m_area.MinEdge.Y; + u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y)); + s16 y; + for(y=y_nodes_max; y>=y_nodes_min; y--) + { + MapNode &n = vmanip.m_data[i]; + if(ndef->get(n).walkable) + break; + + vmanip.m_area.add_y(em, i, -1); + } + if(y >= y_nodes_min) + return y; + else + return y_nodes_min - 1; +} + +// Returns Y one under area minimum if not found +s16 MapgenV6::find_stone_level(VoxelManipulator &vmanip, v2s16 p2d, + INodeDefManager *ndef) +{ + v3s16 em = vmanip.m_area.getExtent(); + s16 y_nodes_max = vmanip.m_area.MaxEdge.Y; + s16 y_nodes_min = vmanip.m_area.MinEdge.Y; + u32 i = vmanip.m_area.index(v3s16(p2d.X, y_nodes_max, p2d.Y)); + s16 y; + content_t c_stone = ndef->getId("mapgen_stone"); + content_t c_desert_stone = ndef->getId("mapgen_desert_stone"); + for(y=y_nodes_max; y>=y_nodes_min; y--) + { + MapNode &n = vmanip.m_data[i]; + content_t c = n.getContent(); + if(c != CONTENT_IGNORE && ( + c == c_stone || c == c_desert_stone)) + break; + + vmanip.m_area.add_y(em, i, -1); + } + if(y >= y_nodes_min) + return y; + else + return y_nodes_min - 1; +} +#endif + +void MapgenV6::make_tree(ManualMapVoxelManipulator &vmanip, v3s16 p0, + bool is_apple_tree, INodeDefManager *ndef) +{ + MapNode treenode(ndef->getId("mapgen_tree")); + MapNode leavesnode(ndef->getId("mapgen_leaves")); + MapNode applenode(ndef->getId("mapgen_apple")); + + s16 trunk_h = myrand_range(4, 5); + v3s16 p1 = p0; + for(s16 ii=0; ii leaves_d(new u8[leaves_a.getVolume()]); + Buffer leaves_d(leaves_a.getVolume()); + for(s32 i=0; i 1.5 && b < 100.0){ + if(b < 10.0) + b = 1.5; + else + b = 100.0; + } + //dstream<<"b="<generating = true; + + 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_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 + node_min = blockpos_min*MAP_BLOCKSIZE; + 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); + + /* + Make some noise + */ + { + int x = node_min.X; + int z = node_min.Z; + + // Need to adjust for the original implementation's +.5 offset... + noise_terrain_base->perlinMap2D( + x + 0.5 * noise_terrain_base->np->spread.X, + z + 0.5 * noise_terrain_base->np->spread.Z); + noise_terrain_base->transformNoiseMap(); + + noise_terrain_higher->perlinMap2D( + x + 0.5 * noise_terrain_higher->np->spread.X, + z + 0.5 * noise_terrain_higher->np->spread.Z); + noise_terrain_higher->transformNoiseMap(); + + noise_steepness->perlinMap2D( + x + 0.5 * noise_steepness->np->spread.X, + z + 0.5 * noise_steepness->np->spread.Z); + noise_steepness->transformNoiseMap(); + + noise_height_select->perlinMap2D( + x + 0.5 * noise_height_select->np->spread.X, + z + 0.5 * noise_height_select->np->spread.Z); + + noise_mud->perlinMap2D( + x + 0.5 * noise_mud->np->spread.X, + z + 0.5 * noise_mud->np->spread.Z); + noise_mud->transformNoiseMap(); + + noise_beach->perlinMap2D( + x + 0.2 * noise_beach->np->spread.X, + z + 0.7 * noise_beach->np->spread.Z); + + noise_biome->perlinMap2D( + x + 0.6 * noise_biome->np->spread.X, + z + 0.2 * noise_biome->np->spread.Z); + +/* noise_cave->perlinMap2D( + x + 0.5 * noise_cave->np->spread.X, + z + 0.5 * noise_cave->np->spread.Z); + noise_cave->transformNoiseMap();*/ + } + + + /* + 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 + */ + + 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); + + const u32 age_loops = 2; + for(u32 i_age=0; i_ageseed, v2s16(node_min.X, node_min.Y)) == BT_DESERT){ + caves_count /= 3; + bruises_count /= 3; + } + for(u32 jj=0; 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 = 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; + + // Limit maximum to area + route_y_max = rangelim(route_y_max, 0, ar.Y-1); + + if(large_cave) + { + 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); + } + + s16 route_start_y_min = route_y_min; + s16 route_start_y_max = route_y_max; + + 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= 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 -32 && pr.range(0,1) == 0) + n1 = MapNode(c_dirt); + else + n1 = MapNode(c_gravel); + for(int x1=0; x1= node_min.Y) + { + + for(;; y--) + { + MapNode *n = NULL; + // Find mud + for(; y>=node_min.Y; y--) + { + n = &vmanip.m_data[i]; + //if(content_walkable(n->d)) + // break; + if(n->getContent() == c_dirt || + n->getContent() == c_dirt_with_grass || + n->getContent() == c_gravel) + break; + + vmanip.m_area.add_y(em, i, -1); + } + + // Stop if out of area + //if(vmanip.m_area.contains(i) == false) + if(y < node_min.Y) + break; + + /*// If not mud, do nothing to it + MapNode *n = &vmanip.m_data[i]; + if(n->d != CONTENT_MUD && n->d != CONTENT_GRASS) + continue;*/ + + if(n->getContent() == c_dirt || + n->getContent() == c_dirt_with_grass) + { + // Make it exactly mud + n->setContent(c_dirt); + + /* + Don't flow it if the stuff under it is not mud + */ + { + u32 i2 = i; + vmanip.m_area.add_y(em, i2, -1); + // Cancel if out of area + if(vmanip.m_area.contains(i2) == false) + continue; + MapNode *n2 = &vmanip.m_data[i2]; + if(n2->getContent() != c_dirt && + n2->getContent() != c_dirt_with_grass) + continue; + } + } + + /*s16 recurse_count = 0; + mudflow_recurse:*/ + + v3s16 dirs4[4] = { + v3s16(0,0,1), // back + v3s16(1,0,0), // right + v3s16(0,0,-1), // front + v3s16(-1,0,0), // left + }; + + // Theck that upper is air or doesn't exist. + // Cancel dropping if upper keeps it in place + u32 i3 = i; + vmanip.m_area.add_y(em, i3, 1); + if(vmanip.m_area.contains(i3) == true + && ndef->get(vmanip.m_data[i3]).walkable) + { + continue; + } + + // Drop mud on side + + for(u32 di=0; di<4; di++) + { + v3s16 dirp = dirs4[di]; + u32 i2 = i; + // Move to side + vmanip.m_area.add_p(em, i2, dirp); + // Fail if out of area + if(vmanip.m_area.contains(i2) == false) + continue; + // Check that side is air + MapNode *n2 = &vmanip.m_data[i2]; + if(ndef->get(*n2).walkable) + continue; + // Check that under side is air + vmanip.m_area.add_y(em, i2, -1); + if(vmanip.m_area.contains(i2) == false) + continue; + n2 = &vmanip.m_data[i2]; + if(ndef->get(*n2).walkable) + continue; + /*// Check that under that is air (need a drop of 2) + vmanip.m_area.add_y(em, i2, -1); + if(vmanip.m_area.contains(i2) == false) + continue; + n2 = &vmanip.m_data[i2]; + if(content_walkable(n2->d)) + continue;*/ + // Loop further down until not air + bool dropped_to_unknown = false; + do{ + vmanip.m_area.add_y(em, i2, -1); + n2 = &vmanip.m_data[i2]; + // if out of known area + if(vmanip.m_area.contains(i2) == false + || n2->getContent() == CONTENT_IGNORE){ + dropped_to_unknown = true; + break; + } + }while(ndef->get(*n2).walkable == false); + // Loop one up so that we're in air + vmanip.m_area.add_y(em, i2, 1); + n2 = &vmanip.m_data[i2]; + + bool old_is_water = (n->getContent() == c_water_source); + // Move mud to new place + if(!dropped_to_unknown) { + *n2 = *n; + // Set old place to be air (or water) + if(old_is_water) + *n = MapNode(c_water_source); + else + *n = MapNode(CONTENT_AIR); + } + + // Done + break; + } + } + } + } + + } + + }//timer1 +#endif + + } // Aging loop + /*********************** + END OF AGING LOOP + ************************/ + + /* + Add top and bottom side of water to transforming_liquid queue + */ + + for(s16 x=full_node_min.X; x<=full_node_max.X; x++) + for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++) + { + // Node position + v2s16 p2d(x,z); + { + bool water_found = false; + // Use fast index incrementing + v3s16 em = vmanip.m_area.getExtent(); + u32 i = vmanip.m_area.index(v3s16(p2d.X, full_node_max.Y, p2d.Y)); + for(s16 y=full_node_max.Y; y>=full_node_min.Y; y--) + { + if(y == full_node_max.Y){ + water_found = + (vmanip.m_data[i].getContent() == c_water_source || + vmanip.m_data[i].getContent() == c_lava_source); + } + else if(water_found == false) + { + if(vmanip.m_data[i].getContent() == c_water_source || + vmanip.m_data[i].getContent() == c_lava_source) + { + v3s16 p = v3s16(p2d.X, y, p2d.Y); + data->transforming_liquid.push_back(p); + water_found = true; + } + } + else + { + // This can be done because water_found can only + // turn to true and end up here after going through + // a single block. + if(vmanip.m_data[i+1].getContent() != c_water_source || + vmanip.m_data[i+1].getContent() != c_lava_source) + { + v3s16 p = v3s16(p2d.X, y+1, p2d.Y); + data->transforming_liquid.push_back(p); + water_found = false; + } + } + + vmanip.m_area.add_y(em, i, -1); + } + } + } + + /* + Grow grass + */ + + for(s16 x=full_node_min.X; x<=full_node_max.X; x++) + for(s16 z=full_node_min.Z; z<=full_node_max.Z; z++) + { + // Node position in 2d + v2s16 p2d = v2s16(x,z); + + /* + Find the lowest surface to which enough light ends up + to make grass grow. + + Basically just wait until not air and not leaves. + */ + s16 surface_y = 0; + { + v3s16 em = vmanip.m_area.getExtent(); + u32 i = vmanip.m_area.index(v3s16(p2d.X, node_max.Y, p2d.Y)); + s16 y; + // Go to ground level + for(y=node_max.Y; y>=full_node_min.Y; y--) + { + MapNode &n = vmanip.m_data[i]; + if(ndef->get(n).param_type != CPT_LIGHT + || ndef->get(n).liquid_type != LIQUID_NONE) + break; + vmanip.m_area.add_y(em, i, -1); + } + if(y >= full_node_min.Y) + surface_y = y; + else + surface_y = full_node_min.Y; + } + + u32 i = vmanip.m_area.index(p2d.X, surface_y, p2d.Y); + MapNode *n = &vmanip.m_data[i]; + if(n->getContent() == c_dirt){ + // Well yeah, this can't be overground... + if(surface_y < water_level - 20) + continue; + n->setContent(c_dirt_with_grass); + } + } + + /* + Generate some trees + */ + assert(central_area_size.X == central_area_size.Z); + { + // Divide area into parts + s16 div = 8; + s16 sidelen = central_area_size.X / div; + double area = sidelen * sidelen; + for(s16 x0=0; x0seed, p2d_center); + // Put trees in random places on part of division + for(u32 i=0; i node_max.Y - 6) + continue; + v3s16 p(x,y,z); + /* + Trees grow only on mud and grass + */ + { + u32 i = vmanip.m_area.index(v3s16(p)); + MapNode *n = &vmanip.m_data[i]; + if(n->getContent() != c_dirt + && n->getContent() != c_dirt_with_grass) + continue; + } + p.Y++; + // Make a tree + make_tree(vmanip, p, false, ndef); + } + } + } + + + /* + 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 light_sources; + core::map 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); + } + } +} -- cgit v1.2.3