LCOV - code coverage report
Current view: top level - src - mapgen_v6.cpp (source / functions) Hit Total Coverage
Test: report Lines: 1 562 0.2 %
Date: 2015-07-11 18:23:49 Functions: 2 34 5.9 %

          Line data    Source code
       1             : /*
       2             : Minetest
       3             : Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
       4             : 
       5             : This program is free software; you can redistribute it and/or modify
       6             : it under the terms of the GNU Lesser General Public License as published by
       7             : the Free Software Foundation; either version 2.1 of the License, or
       8             : (at your option) any later version.
       9             : 
      10             : This program is distributed in the hope that it will be useful,
      11             : but WITHOUT ANY WARRANTY; without even the implied warranty of
      12             : MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
      13             : GNU Lesser General Public License for more details.
      14             : 
      15             : You should have received a copy of the GNU Lesser General Public License along
      16             : with this program; if not, write to the Free Software Foundation, Inc.,
      17             : 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
      18             : */
      19             : 
      20             : #include "mapgen.h"
      21             : #include "voxel.h"
      22             : #include "noise.h"
      23             : #include "mapblock.h"
      24             : #include "mapnode.h"
      25             : #include "map.h"
      26             : //#include "serverobject.h"
      27             : #include "content_sao.h"
      28             : #include "nodedef.h"
      29             : #include "content_mapnode.h" // For content_mapnode_get_new_name
      30             : #include "voxelalgorithms.h"
      31             : #include "profiler.h"
      32             : #include "settings.h" // For g_settings
      33             : #include "emerge.h"
      34             : #include "dungeongen.h"
      35             : #include "cavegen.h"
      36             : #include "treegen.h"
      37             : #include "mg_ore.h"
      38             : #include "mg_decoration.h"
      39             : #include "mapgen_v6.h"
      40             : 
      41             : FlagDesc flagdesc_mapgen_v6[] = {
      42             :         {"jungles",    MGV6_JUNGLES},
      43             :         {"biomeblend", MGV6_BIOMEBLEND},
      44             :         {"mudflow",    MGV6_MUDFLOW},
      45             :         {"snowbiomes", MGV6_SNOWBIOMES},
      46             :         {NULL,         0}
      47             : };
      48             : 
      49             : ///////////////////////////////////////////////////////////////////////////////
      50             : 
      51             : 
      52           0 : MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
      53           0 :         : Mapgen(mapgenid, params, emerge)
      54             : {
      55           0 :         this->m_emerge = emerge;
      56           0 :         this->ystride = csize.X; //////fix this
      57             : 
      58           0 :         this->heightmap = new s16[csize.X * csize.Z];
      59             : 
      60           0 :         MapgenV6Params *sp = (MapgenV6Params *)params->sparams;
      61           0 :         this->spflags     = sp->spflags;
      62           0 :         this->freq_desert = sp->freq_desert;
      63           0 :         this->freq_beach  = sp->freq_beach;
      64             : 
      65           0 :         np_cave        = &sp->np_cave;
      66           0 :         np_humidity    = &sp->np_humidity;
      67           0 :         np_trees       = &sp->np_trees;
      68           0 :         np_apple_trees = &sp->np_apple_trees;
      69             : 
      70             :         //// Create noise objects
      71           0 :         noise_terrain_base   = new Noise(&sp->np_terrain_base,   seed, csize.X, csize.Y);
      72           0 :         noise_terrain_higher = new Noise(&sp->np_terrain_higher, seed, csize.X, csize.Y);
      73           0 :         noise_steepness      = new Noise(&sp->np_steepness,      seed, csize.X, csize.Y);
      74           0 :         noise_height_select  = new Noise(&sp->np_height_select,  seed, csize.X, csize.Y);
      75           0 :         noise_mud            = new Noise(&sp->np_mud,            seed, csize.X, csize.Y);
      76           0 :         noise_beach          = new Noise(&sp->np_beach,          seed, csize.X, csize.Y);
      77             :         noise_biome          = new Noise(&sp->np_biome,          seed,
      78           0 :                         csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
      79             :         noise_humidity       = new Noise(&sp->np_humidity,       seed,
      80           0 :                         csize.X + 2 * MAP_BLOCKSIZE, csize.Y + 2 * MAP_BLOCKSIZE);
      81             : 
      82             :         //// Resolve nodes to be used
      83           0 :         INodeDefManager *ndef = emerge->ndef;
      84             : 
      85           0 :         c_stone           = ndef->getId("mapgen_stone");
      86           0 :         c_dirt            = ndef->getId("mapgen_dirt");
      87           0 :         c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
      88           0 :         c_sand            = ndef->getId("mapgen_sand");
      89           0 :         c_water_source    = ndef->getId("mapgen_water_source");
      90           0 :         c_lava_source     = ndef->getId("mapgen_lava_source");
      91           0 :         c_gravel          = ndef->getId("mapgen_gravel");
      92           0 :         c_desert_stone    = ndef->getId("mapgen_desert_stone");
      93           0 :         c_desert_sand     = ndef->getId("mapgen_desert_sand");
      94           0 :         c_dirt_with_snow  = ndef->getId("mapgen_dirt_with_snow");
      95           0 :         c_snow            = ndef->getId("mapgen_snow");
      96           0 :         c_snowblock       = ndef->getId("mapgen_snowblock");
      97           0 :         c_ice             = ndef->getId("mapgen_ice");
      98             : 
      99           0 :         c_cobble          = ndef->getId("mapgen_cobble");
     100           0 :         c_stair_cobble    = ndef->getId("mapgen_stair_cobble");
     101           0 :         c_mossycobble     = ndef->getId("mapgen_mossycobble");
     102             : 
     103           0 :         if (c_desert_sand == CONTENT_IGNORE)
     104           0 :                 c_desert_sand = c_sand;
     105           0 :         if (c_desert_stone == CONTENT_IGNORE)
     106           0 :                 c_desert_stone = c_stone;
     107           0 :         if (c_mossycobble == CONTENT_IGNORE)
     108           0 :                 c_mossycobble = c_cobble;
     109           0 :         if (c_stair_cobble == CONTENT_IGNORE)
     110           0 :                 c_stair_cobble = c_cobble;
     111           0 : }
     112             : 
     113             : 
     114           0 : MapgenV6::~MapgenV6()
     115             : {
     116           0 :         delete noise_terrain_base;
     117           0 :         delete noise_terrain_higher;
     118           0 :         delete noise_steepness;
     119           0 :         delete noise_height_select;
     120           0 :         delete noise_mud;
     121           0 :         delete noise_beach;
     122           0 :         delete noise_biome;
     123           0 :         delete noise_humidity;
     124             : 
     125           0 :         delete[] heightmap;
     126           0 : }
     127             : 
     128             : 
     129           0 : MapgenV6Params::MapgenV6Params()
     130             : {
     131           0 :         spflags     = MGV6_BIOMEBLEND | MGV6_MUDFLOW;
     132           0 :         freq_desert = 0.45;
     133           0 :         freq_beach  = 0.15;
     134             : 
     135           0 :         np_terrain_base   = NoiseParams(-4,   20.0, v3f(250.0, 250.0, 250.0), 82341,  5, 0.6,  2.0);
     136           0 :         np_terrain_higher = NoiseParams(20,   16.0, v3f(500.0, 500.0, 500.0), 85039,  5, 0.6,  2.0);
     137           0 :         np_steepness      = NoiseParams(0.85, 0.5,  v3f(125.0, 125.0, 125.0), -932,   5, 0.7,  2.0);
     138           0 :         np_height_select  = NoiseParams(0,    1.0,  v3f(250.0, 250.0, 250.0), 4213,   5, 0.69, 2.0);
     139           0 :         np_mud            = NoiseParams(4,    2.0,  v3f(200.0, 200.0, 200.0), 91013,  3, 0.55, 2.0);
     140           0 :         np_beach          = NoiseParams(0,    1.0,  v3f(250.0, 250.0, 250.0), 59420,  3, 0.50, 2.0);
     141           0 :         np_biome          = NoiseParams(0,    1.0,  v3f(500.0, 500.0, 500.0), 9130,   3, 0.50, 2.0);
     142           0 :         np_cave           = NoiseParams(6,    6.0,  v3f(250.0, 250.0, 250.0), 34329,  3, 0.50, 2.0);
     143           0 :         np_humidity       = NoiseParams(0.5,  0.5,  v3f(500.0, 500.0, 500.0), 72384,  3, 0.50, 2.0);
     144           0 :         np_trees          = NoiseParams(0,    1.0,  v3f(125.0, 125.0, 125.0), 2,      4, 0.66, 2.0);
     145           0 :         np_apple_trees    = NoiseParams(0,    1.0,  v3f(100.0, 100.0, 100.0), 342902, 3, 0.45, 2.0);
     146           0 : }
     147             : 
     148             : 
     149           0 : void MapgenV6Params::readParams(const Settings *settings)
     150             : {
     151           0 :         settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
     152           0 :         settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
     153           0 :         settings->getFloatNoEx("mgv6_freq_beach",  freq_beach);
     154             : 
     155           0 :         settings->getNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
     156           0 :         settings->getNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
     157           0 :         settings->getNoiseParams("mgv6_np_steepness",      np_steepness);
     158           0 :         settings->getNoiseParams("mgv6_np_height_select",  np_height_select);
     159           0 :         settings->getNoiseParams("mgv6_np_mud",            np_mud);
     160           0 :         settings->getNoiseParams("mgv6_np_beach",          np_beach);
     161           0 :         settings->getNoiseParams("mgv6_np_biome",          np_biome);
     162           0 :         settings->getNoiseParams("mgv6_np_cave",           np_cave);
     163           0 :         settings->getNoiseParams("mgv6_np_humidity",       np_humidity);
     164           0 :         settings->getNoiseParams("mgv6_np_trees",          np_trees);
     165           0 :         settings->getNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
     166           0 : }
     167             : 
     168             : 
     169           0 : void MapgenV6Params::writeParams(Settings *settings) const
     170             : {
     171           0 :         settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, (u32)-1);
     172           0 :         settings->setFloat("mgv6_freq_desert", freq_desert);
     173           0 :         settings->setFloat("mgv6_freq_beach",  freq_beach);
     174             : 
     175           0 :         settings->setNoiseParams("mgv6_np_terrain_base",   np_terrain_base);
     176           0 :         settings->setNoiseParams("mgv6_np_terrain_higher", np_terrain_higher);
     177           0 :         settings->setNoiseParams("mgv6_np_steepness",      np_steepness);
     178           0 :         settings->setNoiseParams("mgv6_np_height_select",  np_height_select);
     179           0 :         settings->setNoiseParams("mgv6_np_mud",            np_mud);
     180           0 :         settings->setNoiseParams("mgv6_np_beach",          np_beach);
     181           0 :         settings->setNoiseParams("mgv6_np_biome",          np_biome);
     182           0 :         settings->setNoiseParams("mgv6_np_cave",           np_cave);
     183           0 :         settings->setNoiseParams("mgv6_np_humidity",       np_humidity);
     184           0 :         settings->setNoiseParams("mgv6_np_trees",          np_trees);
     185           0 :         settings->setNoiseParams("mgv6_np_apple_trees",    np_apple_trees);
     186           0 : }
     187             : 
     188             : 
     189             : //////////////////////// Some helper functions for the map generator
     190             : 
     191             : 
     192             : // Returns Y one under area minimum if not found
     193           0 : s16 MapgenV6::find_stone_level(v2s16 p2d)
     194             : {
     195           0 :         v3s16 em = vm->m_area.getExtent();
     196           0 :         s16 y_nodes_max = vm->m_area.MaxEdge.Y;
     197           0 :         s16 y_nodes_min = vm->m_area.MinEdge.Y;
     198           0 :         u32 i = vm->m_area.index(p2d.X, y_nodes_max, p2d.Y);
     199             :         s16 y;
     200             : 
     201           0 :         for (y = y_nodes_max; y >= y_nodes_min; y--) {
     202           0 :                 content_t c = vm->m_data[i].getContent();
     203           0 :                 if (c != CONTENT_IGNORE && (c == c_stone || c == c_desert_stone))
     204             :                         break;
     205             : 
     206           0 :                 vm->m_area.add_y(em, i, -1);
     207             :         }
     208           0 :         return (y >= y_nodes_min) ? y : y_nodes_min - 1;
     209             : }
     210             : 
     211             : 
     212             : // Required by mapgen.h
     213           0 : bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
     214             : {
     215             :         /*s16 minimum_groundlevel = (s16)get_sector_minimum_ground_level(
     216             :                         seed, v2s16(blockpos.X, blockpos.Z));*/
     217             :         // Nah, this is just a heuristic, just return something
     218           0 :         s16 minimum_groundlevel = water_level;
     219             : 
     220           0 :         if(blockpos.Y * MAP_BLOCKSIZE + MAP_BLOCKSIZE <= minimum_groundlevel)
     221           0 :                 return true;
     222             :         else
     223           0 :                 return false;
     224             : }
     225             : 
     226             : 
     227             : //////////////////////// Base terrain height functions
     228             : 
     229           0 : float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
     230             :         float steepness, float height_select)
     231             : {
     232           0 :         float base   = 1 + terrain_base;
     233           0 :         float higher = 1 + terrain_higher;
     234             : 
     235             :         // Limit higher ground level to at least base
     236           0 :         if(higher < base)
     237           0 :                 higher = base;
     238             : 
     239             :         // Steepness factor of cliffs
     240           0 :         float b = steepness;
     241           0 :         b = rangelim(b, 0.0, 1000.0);
     242           0 :         b = 5 * b * b * b * b * b * b * b;
     243           0 :         b = rangelim(b, 0.5, 1000.0);
     244             : 
     245             :         // Values 1.5...100 give quite horrible looking slopes
     246           0 :         if (b > 1.5 && b < 100.0)
     247           0 :                 b = (b < 10.0) ? 1.5 : 100.0;
     248             : 
     249           0 :         float a_off = -0.20; // Offset to more low
     250           0 :         float a = 0.5 + b * (a_off + height_select);
     251           0 :         a = rangelim(a, 0.0, 1.0); // Limit
     252             : 
     253           0 :         return base * (1.0 - a) + higher * a;
     254             : }
     255             : 
     256             : 
     257           0 : float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
     258             : {
     259           0 :         if (flags & MG_FLAT)
     260           0 :                 return water_level;
     261             : 
     262           0 :         float terrain_base   = NoisePerlin2D_PO(&noise_terrain_base->np,
     263           0 :                                                         p.X, 0.5, p.Y, 0.5, seed);
     264           0 :         float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
     265           0 :                                                         p.X, 0.5, p.Y, 0.5, seed);
     266           0 :         float steepness      = NoisePerlin2D_PO(&noise_steepness->np,
     267           0 :                                                         p.X, 0.5, p.Y, 0.5, seed);
     268           0 :         float height_select  = NoisePerlin2D_PO(&noise_height_select->np,
     269           0 :                                                         p.X, 0.5, p.Y, 0.5, seed);
     270             : 
     271             :         return baseTerrainLevel(terrain_base, terrain_higher,
     272           0 :                                                         steepness, height_select);
     273             : }
     274             : 
     275             : 
     276           0 : float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
     277             : {
     278           0 :         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
     279           0 :         return baseTerrainLevelFromMap(index);
     280             : }
     281             : 
     282             : 
     283           0 : float MapgenV6::baseTerrainLevelFromMap(int index)
     284             : {
     285           0 :         if (flags & MG_FLAT)
     286           0 :                 return water_level;
     287             : 
     288           0 :         float terrain_base   = noise_terrain_base->result[index];
     289           0 :         float terrain_higher = noise_terrain_higher->result[index];
     290           0 :         float steepness      = noise_steepness->result[index];
     291           0 :         float height_select  = noise_height_select->result[index];
     292             : 
     293             :         return baseTerrainLevel(terrain_base, terrain_higher,
     294           0 :                                                         steepness, height_select);
     295             : }
     296             : 
     297             : 
     298           0 : s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
     299             : {
     300           0 :         return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
     301             : }
     302             : 
     303             : 
     304           0 : int MapgenV6::getGroundLevelAtPoint(v2s16 p)
     305             : {
     306           0 :         return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
     307             : }
     308             : 
     309             : 
     310             : //////////////////////// Noise functions
     311             : 
     312           0 : float MapgenV6::getMudAmount(v2s16 p)
     313             : {
     314           0 :         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
     315           0 :         return getMudAmount(index);
     316             : }
     317             : 
     318             : 
     319           0 : bool MapgenV6::getHaveBeach(v2s16 p)
     320             : {
     321           0 :         int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
     322           0 :         return getHaveBeach(index);
     323             : }
     324             : 
     325             : 
     326           0 : BiomeV6Type MapgenV6::getBiome(v2s16 p)
     327             : {
     328           0 :         int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
     329           0 :                         + (p.X - full_node_min.X);
     330           0 :         return getBiome(index, p);
     331             : }
     332             : 
     333             : 
     334           0 : float MapgenV6::getHumidity(v2s16 p)
     335             : {
     336             :         /*double noise = noise2d_perlin(
     337             :                 0.5+(float)p.X/500, 0.5+(float)p.Y/500,
     338             :                 seed+72384, 4, 0.66);
     339             :         noise = (noise + 1.0)/2.0;*/
     340             : 
     341           0 :         int index = (p.Y - full_node_min.Z) * (ystride + 2 * MAP_BLOCKSIZE)
     342           0 :                         + (p.X - full_node_min.X);
     343           0 :         float noise = noise_humidity->result[index];
     344             : 
     345           0 :         if (noise < 0.0)
     346           0 :                 noise = 0.0;
     347           0 :         if (noise > 1.0)
     348           0 :                 noise = 1.0;
     349           0 :         return noise;
     350             : }
     351             : 
     352             : 
     353           0 : float MapgenV6::getTreeAmount(v2s16 p)
     354             : {
     355             :         /*double noise = noise2d_perlin(
     356             :                         0.5+(float)p.X/125, 0.5+(float)p.Y/125,
     357             :                         seed+2, 4, 0.66);*/
     358             : 
     359           0 :         float noise = NoisePerlin2D(np_trees, p.X, p.Y, seed);
     360           0 :         float zeroval = -0.39;
     361           0 :         if (noise < zeroval)
     362           0 :                 return 0;
     363             :         else
     364           0 :                 return 0.04 * (noise - zeroval) / (1.0 - zeroval);
     365             : }
     366             : 
     367             : 
     368           0 : bool MapgenV6::getHaveAppleTree(v2s16 p)
     369             : {
     370             :         /*is_apple_tree = noise2d_perlin(
     371             :                 0.5+(float)p.X/100, 0.5+(float)p.Z/100,
     372             :                 data->seed+342902, 3, 0.45) > 0.2;*/
     373             : 
     374           0 :         float noise = NoisePerlin2D(np_apple_trees, p.X, p.Y, seed);
     375             : 
     376           0 :         return noise > 0.2;
     377             : }
     378             : 
     379             : 
     380           0 : float MapgenV6::getMudAmount(int index)
     381             : {
     382           0 :         if (flags & MG_FLAT)
     383           0 :                 return AVERAGE_MUD_AMOUNT;
     384             : 
     385             :         /*return ((float)AVERAGE_MUD_AMOUNT + 2.0 * noise2d_perlin(
     386             :                         0.5+(float)p.X/200, 0.5+(float)p.Y/200,
     387             :                         seed+91013, 3, 0.55));*/
     388             : 
     389           0 :         return noise_mud->result[index];
     390             : }
     391             : 
     392             : 
     393           0 : bool MapgenV6::getHaveBeach(int index)
     394             : {
     395             :         // Determine whether to have sand here
     396             :         /*double sandnoise = noise2d_perlin(
     397             :                         0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
     398             :                         seed+59420, 3, 0.50);*/
     399             : 
     400           0 :         float sandnoise = noise_beach->result[index];
     401           0 :         return (sandnoise > freq_beach);
     402             : }
     403             : 
     404             : 
     405           0 : BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
     406             : {
     407             :         // Just do something very simple as for now
     408             :         /*double d = noise2d_perlin(
     409             :                         0.6+(float)p2d.X/250, 0.2+(float)p2d.Y/250,
     410             :                         seed+9130, 3, 0.50);*/
     411             : 
     412           0 :         float d = noise_biome->result[index];
     413           0 :         float h = noise_humidity->result[index];
     414             : 
     415           0 :         if (spflags & MGV6_SNOWBIOMES) {
     416           0 :                 float blend = (spflags & MGV6_BIOMEBLEND) ? noise2d(p.X, p.Y, seed) / 40 : 0;
     417             : 
     418           0 :                 if (d > FREQ_HOT + blend) {
     419           0 :                         if (h > FREQ_JUNGLE + blend)
     420           0 :                                 return BT_JUNGLE;
     421             :                         else
     422           0 :                                 return BT_DESERT;
     423           0 :                 } else if (d < FREQ_SNOW + blend) {
     424           0 :                         if (h > FREQ_TAIGA + blend)
     425           0 :                                 return BT_TAIGA;
     426             :                         else
     427           0 :                                 return BT_TUNDRA;
     428             :                 } else {
     429           0 :                         return BT_NORMAL;
     430             :                 }
     431             :         } else {
     432           0 :                 if (d > freq_desert)
     433           0 :                         return BT_DESERT;
     434             : 
     435           0 :                 if ((spflags & MGV6_BIOMEBLEND) && (d > freq_desert - 0.10) &&
     436           0 :                                 ((noise2d(p.X, p.Y, seed) + 1.0) > (freq_desert - d) * 20.0))
     437           0 :                         return BT_DESERT;
     438             : 
     439           0 :                 if ((spflags & MGV6_JUNGLES) && h > 0.75)
     440           0 :                         return BT_JUNGLE;
     441             :                 else
     442           0 :                         return BT_NORMAL;
     443             :         }
     444             : }
     445             : 
     446             : 
     447           0 : u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
     448             : {
     449           0 :         s32 x = p.X, y = p.Y, z = p.Z;
     450           0 :         return (u32)(seed % 0x100000000ULL) + z * 38134234 + y * 42123 + x * 23;
     451             : }
     452             : 
     453             : 
     454             : //////////////////////// Map generator
     455             : 
     456           0 : void MapgenV6::makeChunk(BlockMakeData *data)
     457             : {
     458             :         // Pre-conditions
     459             :         assert(data->vmanip);
     460             :         assert(data->nodedef);
     461             :         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
     462             :                    data->blockpos_requested.Y >= data->blockpos_min.Y &&
     463             :                    data->blockpos_requested.Z >= data->blockpos_min.Z);
     464             :         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
     465             :                    data->blockpos_requested.Y <= data->blockpos_max.Y &&
     466             :                    data->blockpos_requested.Z <= data->blockpos_max.Z);
     467             : 
     468           0 :         this->generating = true;
     469           0 :         this->vm   = data->vmanip;
     470           0 :         this->ndef = data->nodedef;
     471             : 
     472             :         // Hack: use minimum block coords for old code that assumes a single block
     473           0 :         v3s16 blockpos_min = data->blockpos_min;
     474           0 :         v3s16 blockpos_max = data->blockpos_max;
     475             : 
     476             :         // Area of central chunk
     477           0 :         node_min = blockpos_min * MAP_BLOCKSIZE;
     478           0 :         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
     479             : 
     480             :         // Full allocated area
     481           0 :         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
     482           0 :         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
     483             : 
     484           0 :         central_area_size = node_max - node_min + v3s16(1, 1, 1);
     485             :         assert(central_area_size.X == central_area_size.Z);
     486             : 
     487           0 :         int volume_blocks = (blockpos_max.X - blockpos_min.X + 1)
     488           0 :                                           * (blockpos_max.Y - blockpos_min.Y + 1)
     489           0 :                                           * (blockpos_max.Z - blockpos_max.Z + 1);
     490             : 
     491             :         volume_nodes = volume_blocks *
     492           0 :                 MAP_BLOCKSIZE * MAP_BLOCKSIZE * MAP_BLOCKSIZE;
     493             : 
     494             :         // Create a block-specific seed
     495           0 :         blockseed = get_blockseed(data->seed, full_node_min);
     496             : 
     497             :         // Make some noise
     498           0 :         calculateNoise();
     499             : 
     500             :         // Maximum height of the stone surface and obstacles.
     501             :         // This is used to guide the cave generation
     502             :         s16 stone_surface_max_y;
     503             : 
     504             :         // Generate general ground level to full area
     505           0 :         stone_surface_max_y = generateGround();
     506             : 
     507             :         // Create initial heightmap to limit caves
     508           0 :         updateHeightmap(node_min, node_max);
     509             : 
     510           0 :         const s16 max_spread_amount = MAP_BLOCKSIZE;
     511             :         // Limit dirt flow area by 1 because mud is flown into neighbors.
     512           0 :         s16 mudflow_minpos = -max_spread_amount + 1;
     513           0 :         s16 mudflow_maxpos = central_area_size.X + max_spread_amount - 2;
     514             : 
     515             :         // Loop this part, it will make stuff look older and newer nicely
     516           0 :         const u32 age_loops = 2;
     517           0 :         for (u32 i_age = 0; i_age < age_loops; i_age++) { // Aging loop
     518             :                 // Make caves (this code is relatively horrible)
     519           0 :                 if (flags & MG_CAVES)
     520           0 :                         generateCaves(stone_surface_max_y);
     521             : 
     522             :                 // Add mud to the central chunk
     523           0 :                 addMud();
     524             : 
     525             :                 // Flow mud away from steep edges
     526           0 :                 if (spflags & MGV6_MUDFLOW)
     527           0 :                         flowMud(mudflow_minpos, mudflow_maxpos);
     528             : 
     529             :         }
     530             : 
     531             :         // Update heightmap after mudflow
     532           0 :         updateHeightmap(node_min, node_max);
     533             : 
     534             :         // Add dungeons
     535           0 :         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
     536           0 :                 DungeonParams dp;
     537             : 
     538           0 :                 dp.np_rarity  = nparams_dungeon_rarity;
     539           0 :                 dp.np_density = nparams_dungeon_density;
     540           0 :                 dp.np_wetness = nparams_dungeon_wetness;
     541           0 :                 dp.c_water    = c_water_source;
     542           0 :                 if (getBiome(0, v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
     543           0 :                         dp.c_cobble = c_desert_stone;
     544           0 :                         dp.c_moss   = c_desert_stone;
     545           0 :                         dp.c_stair  = c_desert_stone;
     546             : 
     547           0 :                         dp.diagonal_dirs = true;
     548           0 :                         dp.mossratio     = 0.0;
     549           0 :                         dp.holesize      = v3s16(2, 3, 2);
     550           0 :                         dp.roomsize      = v3s16(2, 5, 2);
     551           0 :                         dp.notifytype    = GENNOTIFY_TEMPLE;
     552             :                 } else {
     553           0 :                         dp.c_cobble = c_cobble;
     554           0 :                         dp.c_moss   = c_mossycobble;
     555           0 :                         dp.c_stair  = c_stair_cobble;
     556             : 
     557           0 :                         dp.diagonal_dirs = false;
     558           0 :                         dp.mossratio     = 3.0;
     559           0 :                         dp.holesize      = v3s16(1, 2, 1);
     560           0 :                         dp.roomsize      = v3s16(0, 0, 0);
     561           0 :                         dp.notifytype    = GENNOTIFY_DUNGEON;
     562             :                 }
     563             : 
     564           0 :                 DungeonGen dgen(this, &dp);
     565           0 :                 dgen.generate(blockseed, full_node_min, full_node_max);
     566             :         }
     567             : 
     568             :         // Add top and bottom side of water to transforming_liquid queue
     569           0 :         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
     570             : 
     571             :         // Add surface nodes
     572           0 :         growGrass();
     573             : 
     574             :         // Generate some trees, and add grass, if a jungle
     575           0 :         if (flags & MG_TREES)
     576           0 :                 placeTreesAndJungleGrass();
     577             : 
     578             :         // Generate the registered decorations
     579           0 :         m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
     580             : 
     581             :         // Generate the registered ores
     582           0 :         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
     583             : 
     584             :         // Calculate lighting
     585           0 :         if (flags & MG_LIGHT)
     586           0 :                 calcLighting(node_min, node_max);
     587             : 
     588           0 :         this->generating = false;
     589           0 : }
     590             : 
     591             : 
     592           0 : void MapgenV6::calculateNoise()
     593             : {
     594           0 :         int x = node_min.X;
     595           0 :         int z = node_min.Z;
     596           0 :         int fx = full_node_min.X;
     597           0 :         int fz = full_node_min.Z;
     598             : 
     599           0 :         if (!(flags & MG_FLAT)) {
     600           0 :                 noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
     601           0 :                 noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
     602           0 :                 noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
     603           0 :                 noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
     604           0 :                 noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
     605             :         }
     606             : 
     607           0 :         noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
     608             : 
     609           0 :         noise_biome->perlinMap2D_PO(fx, 0.6, fz, 0.2);
     610           0 :         noise_humidity->perlinMap2D_PO(fx, 0.0, fz, 0.0);
     611             :         // Humidity map does not need range limiting 0 to 1,
     612             :         // only humidity at point does
     613           0 : }
     614             : 
     615             : 
     616           0 : int MapgenV6::generateGround()
     617             : {
     618             :         //TimeTaker timer1("Generating ground level");
     619           0 :         MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
     620           0 :         MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
     621           0 :         MapNode n_ice(c_ice);
     622           0 :         int stone_surface_max_y = -MAP_GENERATION_LIMIT;
     623             : 
     624           0 :         u32 index = 0;
     625           0 :         for (s16 z = node_min.Z; z <= node_max.Z; z++)
     626           0 :         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
     627             :                 // Surface height
     628           0 :                 s16 surface_y = (s16)baseTerrainLevelFromMap(index);
     629             : 
     630             :                 // Log it
     631           0 :                 if (surface_y > stone_surface_max_y)
     632           0 :                         stone_surface_max_y = surface_y;
     633             : 
     634           0 :                 BiomeV6Type bt = getBiome(v2s16(x, z));
     635             : 
     636             :                 // Fill ground with stone
     637           0 :                 v3s16 em = vm->m_area.getExtent();
     638           0 :                 u32 i = vm->m_area.index(x, node_min.Y, z);
     639           0 :                 for (s16 y = node_min.Y; y <= node_max.Y; y++) {
     640           0 :                         if (vm->m_data[i].getContent() == CONTENT_IGNORE) {
     641           0 :                                 if (y <= surface_y) {
     642           0 :                                         vm->m_data[i] = (y >= DESERT_STONE_BASE
     643           0 :                                                         && bt == BT_DESERT) ?
     644           0 :                                                 n_desert_stone : n_stone;
     645           0 :                                 } else if (y <= water_level) {
     646           0 :                                         vm->m_data[i] = (y >= ICE_BASE
     647           0 :                                                         && bt == BT_TUNDRA) ?
     648           0 :                                                 n_ice : n_water_source;
     649             :                                 } else {
     650           0 :                                         vm->m_data[i] = n_air;
     651             :                                 }
     652             :                         }
     653           0 :                         vm->m_area.add_y(em, i, 1);
     654             :                 }
     655             :         }
     656             : 
     657           0 :         return stone_surface_max_y;
     658             : }
     659             : 
     660             : 
     661           0 : void MapgenV6::addMud()
     662             : {
     663             :         // 15ms @cs=8
     664             :         //TimeTaker timer1("add mud");
     665           0 :         MapNode n_dirt(c_dirt), n_gravel(c_gravel);
     666           0 :         MapNode n_sand(c_sand), n_desert_sand(c_desert_sand);
     667           0 :         MapNode addnode;
     668             : 
     669           0 :         u32 index = 0;
     670           0 :         for (s16 z = node_min.Z; z <= node_max.Z; z++)
     671           0 :         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
     672             :                 // Randomize mud amount
     673           0 :                 s16 mud_add_amount = getMudAmount(index) / 2.0 + 0.5;
     674             : 
     675             :                 // Find ground level
     676           0 :                 s16 surface_y = find_stone_level(v2s16(x, z)); /////////////////optimize this!
     677             : 
     678             :                 // Handle area not found
     679           0 :                 if (surface_y == vm->m_area.MinEdge.Y - 1)
     680           0 :                         continue;
     681             : 
     682           0 :                 BiomeV6Type bt = getBiome(v2s16(x, z));
     683           0 :                 addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
     684             : 
     685           0 :                 if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {
     686           0 :                         addnode = n_sand;
     687           0 :                 } else if (mud_add_amount <= 0) {
     688           0 :                         mud_add_amount = 1 - mud_add_amount;
     689           0 :                         addnode = n_gravel;
     690           0 :                 } else if (bt != BT_DESERT && getHaveBeach(index) &&
     691           0 :                                 surface_y + mud_add_amount <= water_level + 2) {
     692           0 :                         addnode = n_sand;
     693             :                 }
     694             : 
     695           0 :                 if ((bt == BT_DESERT || bt == BT_TUNDRA) && surface_y > 20)
     696           0 :                         mud_add_amount = MYMAX(0, mud_add_amount - (surface_y - 20) / 5);
     697             : 
     698             :                 /* If topmost node is grass, change it to mud.  It might be if it was
     699             :                 // flown to there from a neighboring chunk and then converted.
     700             :                 u32 i = vm->m_area.index(x, surface_y, z);
     701             :                 if (vm->m_data[i].getContent() == c_dirt_with_grass)
     702             :                         vm->m_data[i] = n_dirt;*/
     703             : 
     704             :                 // Add mud on ground
     705           0 :                 s16 mudcount = 0;
     706           0 :                 v3s16 em = vm->m_area.getExtent();
     707           0 :                 s16 y_start = surface_y + 1;
     708           0 :                 u32 i = vm->m_area.index(x, y_start, z);
     709           0 :                 for (s16 y = y_start; y <= node_max.Y; y++) {
     710           0 :                         if (mudcount >= mud_add_amount)
     711           0 :                                 break;
     712             : 
     713           0 :                         vm->m_data[i] = addnode;
     714           0 :                         mudcount++;
     715             : 
     716           0 :                         vm->m_area.add_y(em, i, 1);
     717             :                 }
     718             :         }
     719           0 : }
     720             : 
     721             : 
     722           0 : void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
     723             : {
     724             :         // 340ms @cs=8
     725             :         //TimeTaker timer1("flow mud");
     726             : 
     727             :         // Iterate a few times
     728           0 :         for (s16 k = 0; k < 3; k++) {
     729           0 :                 for (s16 z = mudflow_minpos; z <= mudflow_maxpos; z++)
     730           0 :                 for (s16 x = mudflow_minpos; x <= mudflow_maxpos; x++) {
     731             :                         // Invert coordinates every 2nd iteration
     732           0 :                         if (k % 2 == 0) {
     733           0 :                                 x = mudflow_maxpos - (x - mudflow_minpos);
     734           0 :                                 z = mudflow_maxpos - (z - mudflow_minpos);
     735             :                         }
     736             : 
     737             :                         // Node position in 2d
     738           0 :                         v2s16 p2d = v2s16(node_min.X, node_min.Z) + v2s16(x, z);
     739             : 
     740           0 :                         v3s16 em = vm->m_area.getExtent();
     741           0 :                         u32 i = vm->m_area.index(p2d.X, node_max.Y, p2d.Y);
     742           0 :                         s16 y = node_max.Y;
     743             : 
     744           0 :                         while (y >= node_min.Y) {
     745             : 
     746           0 :                         for (;; y--) {
     747           0 :                                 MapNode *n = NULL;
     748             :                                 // Find mud
     749           0 :                                 for (; y >= node_min.Y; y--) {
     750           0 :                                         n = &vm->m_data[i];
     751           0 :                                         if (n->getContent() == c_dirt ||
     752           0 :                                                         n->getContent() == c_dirt_with_grass ||
     753           0 :                                                         n->getContent() == c_gravel)
     754           0 :                                                 break;
     755             : 
     756           0 :                                         vm->m_area.add_y(em, i, -1);
     757             :                                 }
     758             : 
     759             :                                 // Stop if out of area
     760             :                                 //if(vmanip.m_area.contains(i) == false)
     761           0 :                                 if (y < node_min.Y)
     762           0 :                                         break;
     763             : 
     764           0 :                                 if (n->getContent() == c_dirt ||
     765           0 :                                                 n->getContent() == c_dirt_with_grass) {
     766             :                                         // Make it exactly mud
     767           0 :                                         n->setContent(c_dirt);
     768             : 
     769             :                                         // Don't flow it if the stuff under it is not mud
     770             :                                         {
     771           0 :                                                 u32 i2 = i;
     772           0 :                                                 vm->m_area.add_y(em, i2, -1);
     773             :                                                 // Cancel if out of area
     774           0 :                                                 if (vm->m_area.contains(i2) == false)
     775           0 :                                                         continue;
     776           0 :                                                 MapNode *n2 = &vm->m_data[i2];
     777           0 :                                                 if (n2->getContent() != c_dirt &&
     778           0 :                                                                 n2->getContent() != c_dirt_with_grass)
     779           0 :                                                         continue;
     780             :                                         }
     781             :                                 }
     782             : 
     783             :                                 v3s16 dirs4[4] = {
     784             :                                         v3s16(0, 0, 1), // back
     785             :                                         v3s16(1, 0, 0), // right
     786             :                                         v3s16(0, 0, -1), // front
     787             :                                         v3s16(-1, 0, 0), // left
     788           0 :                                 };
     789             : 
     790             :                                 // Check that upper is air or doesn't exist.
     791             :                                 // Cancel dropping if upper keeps it in place
     792           0 :                                 u32 i3 = i;
     793           0 :                                 vm->m_area.add_y(em, i3, 1);
     794           0 :                                 if (vm->m_area.contains(i3) == true &&
     795           0 :                                                 ndef->get(vm->m_data[i3]).walkable)
     796           0 :                                         continue;
     797             : 
     798             :                                 // Drop mud on side
     799           0 :                                 for(u32 di = 0; di < 4; di++) {
     800           0 :                                         v3s16 dirp = dirs4[di];
     801           0 :                                         u32 i2 = i;
     802             :                                         // Move to side
     803           0 :                                         vm->m_area.add_p(em, i2, dirp);
     804             :                                         // Fail if out of area
     805           0 :                                         if (vm->m_area.contains(i2) == false)
     806           0 :                                                 continue;
     807             :                                         // Check that side is air
     808           0 :                                         MapNode *n2 = &vm->m_data[i2];
     809           0 :                                         if (ndef->get(*n2).walkable)
     810           0 :                                                 continue;
     811             :                                         // Check that under side is air
     812           0 :                                         vm->m_area.add_y(em, i2, -1);
     813           0 :                                         if (vm->m_area.contains(i2) == false)
     814           0 :                                                 continue;
     815           0 :                                         n2 = &vm->m_data[i2];
     816           0 :                                         if (ndef->get(*n2).walkable)
     817           0 :                                                 continue;
     818             :                                         // Loop further down until not air
     819           0 :                                         bool dropped_to_unknown = false;
     820           0 :                                         do {
     821           0 :                                                 vm->m_area.add_y(em, i2, -1);
     822           0 :                                                 n2 = &vm->m_data[i2];
     823             :                                                 // if out of known area
     824           0 :                                                 if(vm->m_area.contains(i2) == false ||
     825           0 :                                                                 n2->getContent() == CONTENT_IGNORE) {
     826           0 :                                                         dropped_to_unknown = true;
     827           0 :                                                         break;
     828             :                                                 }
     829           0 :                                         } while (ndef->get(*n2).walkable == false);
     830             :                                         // Loop one up so that we're in air
     831           0 :                                         vm->m_area.add_y(em, i2, 1);
     832           0 :                                         n2 = &vm->m_data[i2];
     833             : 
     834           0 :                                         bool old_is_water = (n->getContent() == c_water_source);
     835             :                                         // Move mud to new place
     836           0 :                                         if (!dropped_to_unknown) {
     837           0 :                                                 *n2 = *n;
     838             :                                                 // Set old place to be air (or water)
     839           0 :                                                 if(old_is_water)
     840           0 :                                                         *n = MapNode(c_water_source);
     841             :                                                 else
     842           0 :                                                         *n = MapNode(CONTENT_AIR);
     843             :                                         }
     844             : 
     845             :                                         // Done
     846           0 :                                         break;
     847             :                                 }
     848             :                         }
     849             :                         }
     850             :                 }
     851             :         }
     852           0 : }
     853             : 
     854             : 
     855           0 : void MapgenV6::placeTreesAndJungleGrass()
     856             : {
     857             :         //TimeTaker t("placeTrees");
     858           0 :         if (node_max.Y < water_level)
     859           0 :                 return;
     860             : 
     861           0 :         PseudoRandom grassrandom(blockseed + 53);
     862           0 :         content_t c_junglegrass = ndef->getId("mapgen_junglegrass");
     863             :         // if we don't have junglegrass, don't place cignore... that's bad
     864           0 :         if (c_junglegrass == CONTENT_IGNORE)
     865           0 :                 c_junglegrass = CONTENT_AIR;
     866           0 :         MapNode n_junglegrass(c_junglegrass);
     867           0 :         v3s16 em = vm->m_area.getExtent();
     868             : 
     869             :         // Divide area into parts
     870           0 :         s16 div = 8;
     871           0 :         s16 sidelen = central_area_size.X / div;
     872           0 :         double area = sidelen * sidelen;
     873             : 
     874             :         // N.B.  We must add jungle grass first, since tree leaves will
     875             :         // obstruct the ground, giving us a false ground level
     876           0 :         for (s16 z0 = 0; z0 < div; z0++)
     877           0 :         for (s16 x0 = 0; x0 < div; x0++) {
     878             :                 // Center position of part of division
     879             :                 v2s16 p2d_center(
     880           0 :                         node_min.X + sidelen / 2 + sidelen * x0,
     881           0 :                         node_min.Z + sidelen / 2 + sidelen * z0
     882           0 :                 );
     883             :                 // Minimum edge of part of division
     884             :                 v2s16 p2d_min(
     885           0 :                         node_min.X + sidelen * x0,
     886           0 :                         node_min.Z + sidelen * z0
     887           0 :                 );
     888             :                 // Maximum edge of part of division
     889             :                 v2s16 p2d_max(
     890           0 :                         node_min.X + sidelen + sidelen * x0 - 1,
     891           0 :                         node_min.Z + sidelen + sidelen * z0 - 1
     892           0 :                 );
     893             : 
     894             :                 // Get biome at center position of part of division
     895           0 :                 BiomeV6Type bt = getBiome(p2d_center);
     896             : 
     897             :                 // Amount of trees
     898             :                 u32 tree_count;
     899           0 :                 if (bt == BT_JUNGLE || bt == BT_TAIGA || bt == BT_NORMAL) {
     900           0 :                         tree_count = area * getTreeAmount(p2d_center);
     901           0 :                         if (bt == BT_JUNGLE)
     902           0 :                                 tree_count *= 4;
     903             :                 } else {
     904           0 :                         tree_count = 0;
     905             :                 }
     906             : 
     907             :                 // Add jungle grass
     908           0 :                 if (bt == BT_JUNGLE) {
     909           0 :                         float humidity = getHumidity(p2d_center);
     910           0 :                         u32 grass_count = 5 * humidity * tree_count;
     911           0 :                         for (u32 i = 0; i < grass_count; i++) {
     912           0 :                                 s16 x = grassrandom.range(p2d_min.X, p2d_max.X);
     913           0 :                                 s16 z = grassrandom.range(p2d_min.Y, p2d_max.Y);
     914           0 :                                 int mapindex = central_area_size.X * (z - node_min.Z)
     915           0 :                                                                 + (x - node_min.X);
     916           0 :                                 s16 y = heightmap[mapindex];
     917           0 :                                 if (y < water_level)
     918           0 :                                         continue;
     919             : 
     920           0 :                                 u32 vi = vm->m_area.index(x, y, z);
     921             :                                 // place on dirt_with_grass, since we know it is exposed to sunlight
     922           0 :                                 if (vm->m_data[vi].getContent() == c_dirt_with_grass) {
     923           0 :                                         vm->m_area.add_y(em, vi, 1);
     924           0 :                                         vm->m_data[vi] = n_junglegrass;
     925             :                                 }
     926             :                         }
     927             :                 }
     928             : 
     929             :                 // Put trees in random places on part of division
     930           0 :                 for (u32 i = 0; i < tree_count; i++) {
     931           0 :                         s16 x = myrand_range(p2d_min.X, p2d_max.X);
     932           0 :                         s16 z = myrand_range(p2d_min.Y, p2d_max.Y);
     933           0 :                         int mapindex = central_area_size.X * (z - node_min.Z)
     934           0 :                                                         + (x - node_min.X);
     935           0 :                         s16 y = heightmap[mapindex];
     936             :                         // Don't make a tree under water level
     937             :                         // Don't make a tree so high that it doesn't fit
     938           0 :                         if (y < water_level || y > node_max.Y - 6)
     939           0 :                                 continue;
     940             : 
     941           0 :                         v3s16 p(x, y, z);
     942             :                         // Trees grow only on mud and grass and snowblock
     943             :                         {
     944           0 :                                 u32 i = vm->m_area.index(p);
     945           0 :                                 content_t c = vm->m_data[i].getContent();
     946           0 :                                 if (c != c_dirt &&
     947           0 :                                                 c != c_dirt_with_grass &&
     948           0 :                                                 c != c_dirt_with_snow &&
     949           0 :                                                 c != c_snowblock)
     950           0 :                                         continue;
     951             :                         }
     952           0 :                         p.Y++;
     953             : 
     954             :                         // Make a tree
     955           0 :                         if (bt == BT_JUNGLE) {
     956           0 :                                 treegen::make_jungletree(*vm, p, ndef, myrand());
     957           0 :                         } else if (bt == BT_TAIGA) {
     958           0 :                                 treegen::make_pine_tree(*vm, p - v3s16(0, 1, 0), ndef, myrand());
     959           0 :                         } else if (bt == BT_NORMAL) {
     960           0 :                                 bool is_apple_tree = (myrand_range(0, 3) == 0) &&
     961           0 :                                                         getHaveAppleTree(v2s16(x, z));
     962           0 :                                 treegen::make_tree(*vm, p, is_apple_tree, ndef, myrand());
     963             :                         }
     964             :                 }
     965             :         }
     966             :         //printf("placeTreesAndJungleGrass: %dms\n", t.stop());
     967             : }
     968             : 
     969             : 
     970           0 : void MapgenV6::growGrass() // Add surface nodes
     971             : {
     972           0 :         MapNode n_dirt_with_grass(c_dirt_with_grass);
     973           0 :         MapNode n_dirt_with_snow(c_dirt_with_snow);
     974           0 :         MapNode n_snowblock(c_snowblock);
     975           0 :         MapNode n_snow(c_snow);
     976           0 :         v3s16 em = vm->m_area.getExtent();
     977             : 
     978           0 :         u32 index = 0;
     979           0 :         for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
     980           0 :         for (s16 x = full_node_min.X; x <= full_node_max.X; x++, index++) {
     981             :                 // Find the lowest surface to which enough light ends up to make
     982             :                 // grass grow.  Basically just wait until not air and not leaves.
     983           0 :                 s16 surface_y = 0;
     984             :                 {
     985           0 :                         u32 i = vm->m_area.index(x, node_max.Y, z);
     986             :                         s16 y;
     987             :                         // Go to ground level
     988           0 :                         for (y = node_max.Y; y >= full_node_min.Y; y--) {
     989           0 :                                 MapNode &n = vm->m_data[i];
     990           0 :                                 if (ndef->get(n).param_type != CPT_LIGHT ||
     991           0 :                                                 ndef->get(n).liquid_type != LIQUID_NONE ||
     992           0 :                                                 n.getContent() == c_ice)
     993           0 :                                         break;
     994           0 :                                 vm->m_area.add_y(em, i, -1);
     995             :                         }
     996           0 :                         surface_y = (y >= full_node_min.Y) ? y : full_node_min.Y;
     997             :                 }
     998             : 
     999           0 :                 BiomeV6Type bt = getBiome(index, v2s16(x, z));
    1000           0 :                 u32 i = vm->m_area.index(x, surface_y, z);
    1001           0 :                 content_t c = vm->m_data[i].getContent();
    1002           0 :                 if (surface_y >= water_level - 20) {
    1003           0 :                         if (bt == BT_TAIGA && c == c_dirt) {
    1004           0 :                                 vm->m_data[i] = n_snowblock;
    1005           0 :                                 vm->m_area.add_y(em, i, -1);
    1006           0 :                                 vm->m_data[i] = n_dirt_with_snow;
    1007           0 :                         } else if (bt == BT_TUNDRA) {
    1008           0 :                                 if (c == c_dirt) {
    1009           0 :                                         vm->m_data[i] = n_dirt_with_snow;
    1010           0 :                                 } else if (c == c_stone && surface_y < node_max.Y) {
    1011           0 :                                         vm->m_area.add_y(em, i, 1);
    1012           0 :                                         vm->m_data[i] = n_snow;
    1013             :                                 }
    1014           0 :                         } else if (c == c_dirt) {
    1015           0 :                                 vm->m_data[i] = n_dirt_with_grass;
    1016             :                         }
    1017             :                 }
    1018             :         }
    1019           0 : }
    1020             : 
    1021             : 
    1022           0 : void MapgenV6::generateCaves(int max_stone_y)
    1023             : {
    1024           0 :         float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
    1025           0 :         int volume_nodes = (node_max.X - node_min.X + 1) *
    1026           0 :                                            (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
    1027           0 :         cave_amount = MYMAX(0.0, cave_amount);
    1028           0 :         u32 caves_count = cave_amount * volume_nodes / 50000;
    1029           0 :         u32 bruises_count = 1;
    1030           0 :         PseudoRandom ps(blockseed + 21343);
    1031           0 :         PseudoRandom ps2(blockseed + 1032);
    1032             : 
    1033           0 :         if (ps.range(1, 6) == 1)
    1034           0 :                 bruises_count = ps.range(0, ps.range(0, 2));
    1035             : 
    1036           0 :         if (getBiome(v2s16(node_min.X, node_min.Z)) == BT_DESERT) {
    1037           0 :                 caves_count   /= 3;
    1038           0 :                 bruises_count /= 3;
    1039             :         }
    1040             : 
    1041           0 :         for (u32 i = 0; i < caves_count + bruises_count; i++) {
    1042           0 :                 bool large_cave = (i >= caves_count);
    1043           0 :                 CaveV6 cave(this, &ps, &ps2, large_cave);
    1044             : 
    1045           0 :                 cave.makeCave(node_min, node_max, max_stone_y);
    1046             :         }
    1047           3 : }

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