2015-10-30 03:45:38 +01:00
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/*
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Minetest
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Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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Copyright (C) 2010-2015 paramat, Matt Gregory
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "mapgen.h"
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#include "voxel.h"
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#include "noise.h"
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#include "mapblock.h"
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#include "mapnode.h"
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#include "map.h"
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#include "content_sao.h"
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#include "nodedef.h"
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#include "voxelalgorithms.h"
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//#include "profiler.h" // For TimeTaker
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#include "settings.h" // For g_settings
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#include "emerge.h"
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#include "dungeongen.h"
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#include "cavegen.h"
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#include "treegen.h"
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#include "mg_biome.h"
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#include "mg_ore.h"
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#include "mg_decoration.h"
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#include "mapgen_flat.h"
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FlagDesc flagdesc_mapgen_flat[] = {
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{"lakes", MGFLAT_LAKES},
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{"hills", MGFLAT_HILLS},
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{NULL, 0}
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};
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///////////////////////////////////////////////////////////////////////////////////////
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MapgenFlat::MapgenFlat(int mapgenid, MapgenParams *params, EmergeManager *emerge)
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: Mapgen(mapgenid, params, emerge)
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{
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this->m_emerge = emerge;
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this->bmgr = emerge->biomemgr;
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//// amount of elements to skip for the next index
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//// for noise/height/biome maps (not vmanip)
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this->ystride = csize.X;
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2016-04-02 03:05:08 +02:00
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// 1-down overgeneration
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this->zstride_1d = csize.X * (csize.Y + 1);
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2015-10-30 03:45:38 +01:00
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this->biomemap = new u8[csize.X * csize.Z];
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this->heightmap = new s16[csize.X * csize.Z];
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this->heatmap = NULL;
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this->humidmap = NULL;
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MapgenFlatParams *sp = (MapgenFlatParams *)params->sparams;
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2016-04-25 12:47:25 +02:00
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this->spflags = sp->spflags;
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this->ground_level = sp->ground_level;
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2015-10-30 03:45:38 +01:00
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this->large_cave_depth = sp->large_cave_depth;
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2016-04-25 12:47:25 +02:00
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this->cave_width = sp->cave_width;
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this->lake_threshold = sp->lake_threshold;
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this->lake_steepness = sp->lake_steepness;
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this->hill_threshold = sp->hill_threshold;
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this->hill_steepness = sp->hill_steepness;
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2015-10-30 03:45:38 +01:00
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//// 2D noise
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noise_terrain = new Noise(&sp->np_terrain, seed, csize.X, csize.Z);
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noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
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//// 3D noise
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2016-04-02 03:05:08 +02:00
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// 1-down overgeneraion
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noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
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noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
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2015-10-30 03:45:38 +01:00
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//// Biome noise
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noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
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noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
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noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z);
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noise_humidity_blend = new Noise(¶ms->np_biome_humidity_blend, seed, csize.X, csize.Z);
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//// Resolve nodes to be used
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INodeDefManager *ndef = emerge->ndef;
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c_stone = ndef->getId("mapgen_stone");
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c_water_source = ndef->getId("mapgen_water_source");
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c_lava_source = ndef->getId("mapgen_lava_source");
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c_desert_stone = ndef->getId("mapgen_desert_stone");
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c_ice = ndef->getId("mapgen_ice");
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c_sandstone = ndef->getId("mapgen_sandstone");
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c_cobble = ndef->getId("mapgen_cobble");
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c_stair_cobble = ndef->getId("mapgen_stair_cobble");
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c_mossycobble = ndef->getId("mapgen_mossycobble");
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c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
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c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
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if (c_ice == CONTENT_IGNORE)
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c_ice = CONTENT_AIR;
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if (c_mossycobble == CONTENT_IGNORE)
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c_mossycobble = c_cobble;
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if (c_stair_cobble == CONTENT_IGNORE)
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c_stair_cobble = c_cobble;
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if (c_sandstonebrick == CONTENT_IGNORE)
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c_sandstonebrick = c_sandstone;
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if (c_stair_sandstonebrick == CONTENT_IGNORE)
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c_stair_sandstonebrick = c_sandstone;
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}
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MapgenFlat::~MapgenFlat()
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{
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delete noise_terrain;
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delete noise_filler_depth;
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delete noise_cave1;
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delete noise_cave2;
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delete noise_heat;
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delete noise_humidity;
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delete noise_heat_blend;
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delete noise_humidity_blend;
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delete[] heightmap;
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delete[] biomemap;
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}
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MapgenFlatParams::MapgenFlatParams()
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{
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2016-04-25 12:47:25 +02:00
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spflags = 0;
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ground_level = 8;
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2015-10-30 03:45:38 +01:00
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large_cave_depth = -33;
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2016-04-25 12:47:25 +02:00
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cave_width = 0.3;
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lake_threshold = -0.45;
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lake_steepness = 48.0;
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hill_threshold = 0.45;
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hill_steepness = 64.0;
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2015-10-30 03:45:38 +01:00
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np_terrain = NoiseParams(0, 1, v3f(600, 600, 600), 7244, 5, 0.6, 2.0);
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np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
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2015-11-30 03:31:43 +01:00
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np_cave1 = NoiseParams(0, 12, v3f(96, 96, 96), 52534, 4, 0.5, 2.0);
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np_cave2 = NoiseParams(0, 12, v3f(96, 96, 96), 10325, 4, 0.5, 2.0);
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2015-10-30 03:45:38 +01:00
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}
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void MapgenFlatParams::readParams(const Settings *settings)
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{
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2016-04-25 12:47:25 +02:00
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settings->getFlagStrNoEx("mgflat_spflags", spflags, flagdesc_mapgen_flat);
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2015-10-30 03:45:38 +01:00
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settings->getS16NoEx("mgflat_ground_level", ground_level);
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settings->getS16NoEx("mgflat_large_cave_depth", large_cave_depth);
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2016-04-25 12:47:25 +02:00
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settings->getFloatNoEx("mgflat_cave_width", cave_width);
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2015-10-30 03:45:38 +01:00
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settings->getFloatNoEx("mgflat_lake_threshold", lake_threshold);
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settings->getFloatNoEx("mgflat_lake_steepness", lake_steepness);
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settings->getFloatNoEx("mgflat_hill_threshold", hill_threshold);
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settings->getFloatNoEx("mgflat_hill_steepness", hill_steepness);
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settings->getNoiseParams("mgflat_np_terrain", np_terrain);
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settings->getNoiseParams("mgflat_np_filler_depth", np_filler_depth);
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settings->getNoiseParams("mgflat_np_cave1", np_cave1);
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settings->getNoiseParams("mgflat_np_cave2", np_cave2);
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}
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void MapgenFlatParams::writeParams(Settings *settings) const
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{
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2016-04-25 12:47:25 +02:00
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settings->setFlagStr("mgflat_spflags", spflags, flagdesc_mapgen_flat, U32_MAX);
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2015-10-30 03:45:38 +01:00
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settings->setS16("mgflat_ground_level", ground_level);
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settings->setS16("mgflat_large_cave_depth", large_cave_depth);
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2016-04-25 12:47:25 +02:00
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settings->setFloat("mgflat_cave_width", cave_width);
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2015-10-30 03:45:38 +01:00
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settings->setFloat("mgflat_lake_threshold", lake_threshold);
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settings->setFloat("mgflat_lake_steepness", lake_steepness);
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settings->setFloat("mgflat_hill_threshold", hill_threshold);
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settings->setFloat("mgflat_hill_steepness", hill_steepness);
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settings->setNoiseParams("mgflat_np_terrain", np_terrain);
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settings->setNoiseParams("mgflat_np_filler_depth", np_filler_depth);
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settings->setNoiseParams("mgflat_np_cave1", np_cave1);
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settings->setNoiseParams("mgflat_np_cave2", np_cave2);
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}
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/////////////////////////////////////////////////////////////////
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2016-02-04 02:03:31 +01:00
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int MapgenFlat::getSpawnLevelAtPoint(v2s16 p)
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2015-10-30 03:45:38 +01:00
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{
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2016-02-04 02:03:31 +01:00
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s16 level_at_point = ground_level;
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2015-10-30 03:45:38 +01:00
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float n_terrain = NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed);
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2016-02-04 02:03:31 +01:00
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2015-10-30 03:45:38 +01:00
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if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
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2016-02-04 02:03:31 +01:00
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level_at_point = ground_level -
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(lake_threshold - n_terrain) * lake_steepness;
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2015-10-30 03:45:38 +01:00
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} else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
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2016-02-04 02:03:31 +01:00
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level_at_point = ground_level +
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(n_terrain - hill_threshold) * hill_steepness;
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2015-10-30 03:45:38 +01:00
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}
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2016-02-04 02:03:31 +01:00
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if (ground_level < water_level) // Ocean world, allow spawn in water
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return MYMAX(level_at_point, water_level);
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else if (level_at_point > water_level)
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return level_at_point; // Spawn on land
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else
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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2015-10-30 03:45:38 +01:00
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}
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void MapgenFlat::makeChunk(BlockMakeData *data)
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{
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// Pre-conditions
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assert(data->vmanip);
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assert(data->nodedef);
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assert(data->blockpos_requested.X >= data->blockpos_min.X &&
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data->blockpos_requested.Y >= data->blockpos_min.Y &&
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data->blockpos_requested.Z >= data->blockpos_min.Z);
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assert(data->blockpos_requested.X <= data->blockpos_max.X &&
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data->blockpos_requested.Y <= data->blockpos_max.Y &&
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data->blockpos_requested.Z <= data->blockpos_max.Z);
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this->generating = true;
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this->vm = data->vmanip;
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this->ndef = data->nodedef;
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//TimeTaker t("makeChunk");
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v3s16 blockpos_min = data->blockpos_min;
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v3s16 blockpos_max = data->blockpos_max;
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node_min = blockpos_min * MAP_BLOCKSIZE;
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node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
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full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
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full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
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blockseed = getBlockSeed2(full_node_min, seed);
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// Make some noise
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calculateNoise();
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// Generate base terrain, mountains, and ridges with initial heightmaps
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s16 stone_surface_max_y = generateTerrain();
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// Create heightmap
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updateHeightmap(node_min, node_max);
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// Create biomemap at heightmap surface
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bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
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noise_humidity->result, heightmap, biomemap);
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// Actually place the biome-specific nodes
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MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
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if (flags & MG_CAVES)
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generateCaves(stone_surface_max_y);
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if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
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DungeonParams dp;
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dp.np_rarity = nparams_dungeon_rarity;
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dp.np_density = nparams_dungeon_density;
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dp.np_wetness = nparams_dungeon_wetness;
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dp.c_water = c_water_source;
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if (stone_type == STONE) {
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dp.c_cobble = c_cobble;
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dp.c_moss = c_mossycobble;
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dp.c_stair = c_stair_cobble;
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dp.diagonal_dirs = false;
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dp.mossratio = 3.0;
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dp.holesize = v3s16(1, 2, 1);
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dp.roomsize = v3s16(0, 0, 0);
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dp.notifytype = GENNOTIFY_DUNGEON;
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} else if (stone_type == DESERT_STONE) {
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dp.c_cobble = c_desert_stone;
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dp.c_moss = c_desert_stone;
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dp.c_stair = c_desert_stone;
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dp.diagonal_dirs = true;
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dp.mossratio = 0.0;
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dp.holesize = v3s16(2, 3, 2);
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dp.roomsize = v3s16(2, 5, 2);
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dp.notifytype = GENNOTIFY_TEMPLE;
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} else if (stone_type == SANDSTONE) {
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dp.c_cobble = c_sandstonebrick;
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dp.c_moss = c_sandstonebrick;
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dp.c_stair = c_sandstonebrick;
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dp.diagonal_dirs = false;
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dp.mossratio = 0.0;
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dp.holesize = v3s16(2, 2, 2);
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dp.roomsize = v3s16(2, 0, 2);
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dp.notifytype = GENNOTIFY_DUNGEON;
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}
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DungeonGen dgen(this, &dp);
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dgen.generate(blockseed, full_node_min, full_node_max);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Generate the registered decorations
|
2015-11-15 12:55:45 +01:00
|
|
|
if (flags & MG_DECORATIONS)
|
|
|
|
m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
|
2015-10-30 03:45:38 +01:00
|
|
|
|
|
|
|
// Generate the registered ores
|
|
|
|
m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
|
|
|
|
|
|
|
|
// Sprinkle some dust on top after everything else was generated
|
|
|
|
dustTopNodes();
|
|
|
|
|
|
|
|
//printf("makeChunk: %dms\n", t.stop());
|
|
|
|
|
|
|
|
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
|
|
|
|
|
|
|
|
if (flags & MG_LIGHT)
|
|
|
|
calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
|
|
|
|
full_node_min, full_node_max);
|
|
|
|
|
|
|
|
//setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
|
|
|
|
// node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
|
|
|
|
|
|
|
|
this->generating = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void MapgenFlat::calculateNoise()
|
|
|
|
{
|
|
|
|
//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
|
2016-01-31 05:23:46 +01:00
|
|
|
s16 x = node_min.X;
|
|
|
|
s16 z = node_min.Z;
|
2015-10-30 03:45:38 +01:00
|
|
|
|
|
|
|
if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
|
|
|
|
noise_terrain->perlinMap2D(x, z);
|
|
|
|
|
2016-01-31 05:23:46 +01:00
|
|
|
// Cave noises are calculated in generateCaves()
|
|
|
|
// only if solid terrain is present in mapchunk
|
2015-10-30 03:45:38 +01:00
|
|
|
|
2016-01-31 05:23:46 +01:00
|
|
|
noise_filler_depth->perlinMap2D(x, z);
|
2015-10-30 03:45:38 +01:00
|
|
|
noise_heat->perlinMap2D(x, z);
|
|
|
|
noise_humidity->perlinMap2D(x, z);
|
|
|
|
noise_heat_blend->perlinMap2D(x, z);
|
|
|
|
noise_humidity_blend->perlinMap2D(x, z);
|
|
|
|
|
|
|
|
for (s32 i = 0; i < csize.X * csize.Z; i++) {
|
|
|
|
noise_heat->result[i] += noise_heat_blend->result[i];
|
|
|
|
noise_humidity->result[i] += noise_humidity_blend->result[i];
|
|
|
|
}
|
|
|
|
|
|
|
|
heatmap = noise_heat->result;
|
|
|
|
humidmap = noise_humidity->result;
|
|
|
|
//printf("calculateNoise: %dus\n", t.stop());
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
s16 MapgenFlat::generateTerrain()
|
|
|
|
{
|
|
|
|
MapNode n_air(CONTENT_AIR);
|
|
|
|
MapNode n_stone(c_stone);
|
|
|
|
MapNode n_water(c_water_source);
|
|
|
|
|
|
|
|
v3s16 em = vm->m_area.getExtent();
|
|
|
|
s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
|
|
|
|
u32 ni2d = 0;
|
|
|
|
|
|
|
|
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
|
|
|
for (s16 x = node_min.X; x <= node_max.X; x++, ni2d++) {
|
|
|
|
s16 stone_level = ground_level;
|
|
|
|
float n_terrain = 0.0f;
|
|
|
|
|
|
|
|
if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
|
|
|
|
n_terrain = noise_terrain->result[ni2d];
|
|
|
|
|
|
|
|
if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
|
|
|
|
s16 depress = (lake_threshold - n_terrain) * lake_steepness;
|
|
|
|
stone_level = ground_level - depress;
|
|
|
|
} else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
|
|
|
|
s16 rise = (n_terrain - hill_threshold) * hill_steepness;
|
|
|
|
stone_level = ground_level + rise;
|
|
|
|
}
|
|
|
|
|
|
|
|
u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
|
|
|
|
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
|
|
|
|
if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
|
|
|
|
if (y <= stone_level) {
|
|
|
|
vm->m_data[vi] = n_stone;
|
|
|
|
if (y > stone_surface_max_y)
|
|
|
|
stone_surface_max_y = y;
|
|
|
|
} else if (y <= water_level) {
|
|
|
|
vm->m_data[vi] = n_water;
|
|
|
|
} else {
|
|
|
|
vm->m_data[vi] = n_air;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
vm->m_area.add_y(em, vi, 1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return stone_surface_max_y;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
MgStoneType MapgenFlat::generateBiomes(float *heat_map, float *humidity_map)
|
|
|
|
{
|
|
|
|
v3s16 em = vm->m_area.getExtent();
|
|
|
|
u32 index = 0;
|
|
|
|
MgStoneType stone_type = STONE;
|
|
|
|
|
|
|
|
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
|
|
|
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
|
|
|
|
Biome *biome = NULL;
|
|
|
|
u16 depth_top = 0;
|
|
|
|
u16 base_filler = 0;
|
|
|
|
u16 depth_water_top = 0;
|
|
|
|
u32 vi = vm->m_area.index(x, node_max.Y, z);
|
|
|
|
|
|
|
|
// Check node at base of mapchunk above, either a node of a previously
|
|
|
|
// generated mapchunk or if not, a node of overgenerated base terrain.
|
|
|
|
content_t c_above = vm->m_data[vi + em.X].getContent();
|
|
|
|
bool air_above = c_above == CONTENT_AIR;
|
|
|
|
bool water_above = c_above == c_water_source;
|
|
|
|
|
|
|
|
// If there is air or water above enable top/filler placement, otherwise force
|
|
|
|
// nplaced to stone level by setting a number exceeding any possible filler depth.
|
|
|
|
u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
|
|
|
|
|
|
|
|
|
|
|
|
for (s16 y = node_max.Y; y >= node_min.Y; y--) {
|
|
|
|
content_t c = vm->m_data[vi].getContent();
|
|
|
|
|
|
|
|
// Biome is recalculated each time an upper surface is detected while
|
|
|
|
// working down a column. The selected biome then remains in effect for
|
|
|
|
// all nodes below until the next surface and biome recalculation.
|
|
|
|
// Biome is recalculated:
|
|
|
|
// 1. At the surface of stone below air or water.
|
|
|
|
// 2. At the surface of water below air.
|
|
|
|
// 3. When stone or water is detected but biome has not yet been calculated.
|
|
|
|
if ((c == c_stone && (air_above || water_above || !biome)) ||
|
|
|
|
(c == c_water_source && (air_above || !biome))) {
|
|
|
|
biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
|
|
|
|
depth_top = biome->depth_top;
|
|
|
|
base_filler = MYMAX(depth_top + biome->depth_filler
|
|
|
|
+ noise_filler_depth->result[index], 0);
|
|
|
|
depth_water_top = biome->depth_water_top;
|
|
|
|
|
|
|
|
// Detect stone type for dungeons during every biome calculation.
|
|
|
|
// This is more efficient than detecting per-node and will not
|
|
|
|
// miss any desert stone or sandstone biomes.
|
|
|
|
if (biome->c_stone == c_desert_stone)
|
|
|
|
stone_type = DESERT_STONE;
|
|
|
|
else if (biome->c_stone == c_sandstone)
|
|
|
|
stone_type = SANDSTONE;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (c == c_stone) {
|
|
|
|
content_t c_below = vm->m_data[vi - em.X].getContent();
|
|
|
|
|
|
|
|
// If the node below isn't solid, make this node stone, so that
|
|
|
|
// any top/filler nodes above are structurally supported.
|
|
|
|
// This is done by aborting the cycle of top/filler placement
|
|
|
|
// immediately by forcing nplaced to stone level.
|
|
|
|
if (c_below == CONTENT_AIR || c_below == c_water_source)
|
|
|
|
nplaced = U16_MAX;
|
|
|
|
|
|
|
|
if (nplaced < depth_top) {
|
|
|
|
vm->m_data[vi] = MapNode(biome->c_top);
|
|
|
|
nplaced++;
|
|
|
|
} else if (nplaced < base_filler) {
|
|
|
|
vm->m_data[vi] = MapNode(biome->c_filler);
|
|
|
|
nplaced++;
|
|
|
|
} else {
|
|
|
|
vm->m_data[vi] = MapNode(biome->c_stone);
|
|
|
|
}
|
|
|
|
|
|
|
|
air_above = false;
|
|
|
|
water_above = false;
|
|
|
|
} else if (c == c_water_source) {
|
|
|
|
vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
|
|
|
|
biome->c_water_top : biome->c_water);
|
|
|
|
nplaced = 0; // Enable top/filler placement for next surface
|
|
|
|
air_above = false;
|
|
|
|
water_above = true;
|
|
|
|
} else if (c == CONTENT_AIR) {
|
|
|
|
nplaced = 0; // Enable top/filler placement for next surface
|
|
|
|
air_above = true;
|
|
|
|
water_above = false;
|
|
|
|
} else { // Possible various nodes overgenerated from neighbouring mapchunks
|
|
|
|
nplaced = U16_MAX; // Disable top/filler placement
|
|
|
|
air_above = false;
|
|
|
|
water_above = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
vm->m_area.add_y(em, vi, -1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return stone_type;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void MapgenFlat::dustTopNodes()
|
|
|
|
{
|
|
|
|
if (node_max.Y < water_level)
|
|
|
|
return;
|
|
|
|
|
|
|
|
v3s16 em = vm->m_area.getExtent();
|
|
|
|
u32 index = 0;
|
|
|
|
|
|
|
|
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
|
|
|
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
|
|
|
|
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
|
|
|
|
|
|
|
|
if (biome->c_dust == CONTENT_IGNORE)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
u32 vi = vm->m_area.index(x, full_node_max.Y, z);
|
|
|
|
content_t c_full_max = vm->m_data[vi].getContent();
|
|
|
|
s16 y_start;
|
|
|
|
|
|
|
|
if (c_full_max == CONTENT_AIR) {
|
|
|
|
y_start = full_node_max.Y - 1;
|
|
|
|
} else if (c_full_max == CONTENT_IGNORE) {
|
|
|
|
vi = vm->m_area.index(x, node_max.Y + 1, z);
|
|
|
|
content_t c_max = vm->m_data[vi].getContent();
|
|
|
|
|
|
|
|
if (c_max == CONTENT_AIR)
|
|
|
|
y_start = node_max.Y;
|
|
|
|
else
|
|
|
|
continue;
|
|
|
|
} else {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
vi = vm->m_area.index(x, y_start, z);
|
|
|
|
for (s16 y = y_start; y >= node_min.Y - 1; y--) {
|
|
|
|
if (vm->m_data[vi].getContent() != CONTENT_AIR)
|
|
|
|
break;
|
|
|
|
|
|
|
|
vm->m_area.add_y(em, vi, -1);
|
|
|
|
}
|
|
|
|
|
|
|
|
content_t c = vm->m_data[vi].getContent();
|
|
|
|
if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
|
|
|
|
vm->m_area.add_y(em, vi, 1);
|
|
|
|
vm->m_data[vi] = MapNode(biome->c_dust);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void MapgenFlat::generateCaves(s16 max_stone_y)
|
|
|
|
{
|
2016-01-31 05:23:46 +01:00
|
|
|
if (max_stone_y < node_min.Y)
|
|
|
|
return;
|
|
|
|
|
|
|
|
noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
|
|
|
|
noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
|
|
|
|
|
|
|
|
v3s16 em = vm->m_area.getExtent();
|
|
|
|
u32 index2d = 0;
|
|
|
|
|
|
|
|
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
|
|
|
for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
|
|
|
|
bool column_is_open = false; // Is column open to overground
|
2016-03-19 20:10:37 +01:00
|
|
|
bool is_tunnel = false; // Is tunnel or tunnel floor
|
2016-04-02 03:05:08 +02:00
|
|
|
u32 vi = vm->m_area.index(x, node_max.Y, z);
|
|
|
|
u32 index3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride +
|
2016-01-31 05:23:46 +01:00
|
|
|
(x - node_min.X);
|
|
|
|
// Biome of column
|
|
|
|
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
|
|
|
|
|
2016-04-02 03:05:08 +02:00
|
|
|
// Don't excavate the overgenerated stone at node_max.Y + 1,
|
|
|
|
// this creates a 'roof' over the tunnel, preventing light in
|
|
|
|
// tunnels at mapchunk borders when generating mapchunks upwards.
|
|
|
|
// This 'roof' is removed when the mapchunk above is generated.
|
|
|
|
for (s16 y = node_max.Y; y >= node_min.Y - 1; y--,
|
|
|
|
index3d -= ystride,
|
|
|
|
vm->m_area.add_y(em, vi, -1)) {
|
2016-03-13 08:56:27 +01:00
|
|
|
|
2016-01-31 05:23:46 +01:00
|
|
|
content_t c = vm->m_data[vi].getContent();
|
|
|
|
if (c == CONTENT_AIR || c == biome->c_water_top ||
|
|
|
|
c == biome->c_water) {
|
|
|
|
column_is_open = true;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
// Ground
|
|
|
|
float d1 = contour(noise_cave1->result[index3d]);
|
|
|
|
float d2 = contour(noise_cave2->result[index3d]);
|
2016-04-12 05:43:22 +02:00
|
|
|
|
2016-04-25 12:47:25 +02:00
|
|
|
if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) {
|
2016-01-31 05:23:46 +01:00
|
|
|
// In tunnel and ground content, excavate
|
|
|
|
vm->m_data[vi] = MapNode(CONTENT_AIR);
|
2016-03-19 20:10:37 +01:00
|
|
|
is_tunnel = true;
|
2016-01-31 05:23:46 +01:00
|
|
|
} else {
|
2016-04-12 05:43:22 +02:00
|
|
|
// Not in tunnel or not ground content
|
|
|
|
if (is_tunnel && column_is_open &&
|
|
|
|
(c == biome->c_filler || c == biome->c_stone))
|
|
|
|
// Tunnel entrance floor
|
|
|
|
vm->m_data[vi] = MapNode(biome->c_top);
|
|
|
|
|
2016-01-31 05:23:46 +01:00
|
|
|
column_is_open = false;
|
2016-03-19 20:10:37 +01:00
|
|
|
is_tunnel = false;
|
2015-10-30 03:45:38 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (node_max.Y > large_cave_depth)
|
|
|
|
return;
|
|
|
|
|
|
|
|
PseudoRandom ps(blockseed + 21343);
|
2015-11-30 03:31:43 +01:00
|
|
|
u32 bruises_count = ps.range(0, 2);
|
2015-10-30 03:45:38 +01:00
|
|
|
for (u32 i = 0; i < bruises_count; i++) {
|
|
|
|
CaveV5 cave(this, &ps);
|
|
|
|
cave.makeCave(node_min, node_max, max_stone_y);
|
|
|
|
}
|
|
|
|
}
|