Mgfractal: Make non-fractal terrain optional (#8702)

Enabled by default.
Only allow spawn on fractal, not on seabed terrain.
Various codestyle and comment improvements.
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Paramat 2019-07-25 19:58:35 +01:00 committed by GitHub
parent ecd20de64d
commit 245a31d6b7
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3 changed files with 73 additions and 46 deletions

@ -1732,6 +1732,11 @@ mgflat_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0,
[*Mapgen Fractal]
# Map generation attributes specific to Mapgen flat.
# 'terrain' enables the generation of non-fractal terrain:
# ocean, islands and underground.
mgfractal_spflags (Mapgen Fractal specific flags) flags terrain terrain,noterrain
# Controls width of tunnels, a smaller value creates wider tunnels.
mgfractal_cave_width (Cave width) float 0.09

@ -1,7 +1,7 @@
/*
Minetest
Copyright (C) 2015-2018 paramat
Copyright (C) 2015-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
Copyright (C) 2015-2019 paramat
Copyright (C) 2015-2016 kwolekr, Ryan Kwolek
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
@ -41,6 +41,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
FlagDesc flagdesc_mapgen_fractal[] = {
{"terrain", MGFRACTAL_TERRAIN},
{NULL, 0}
};
@ -66,13 +67,17 @@ MapgenFractal::MapgenFractal(MapgenFractalParams *params, EmergeManager *emerge)
julia_z = params->julia_z;
julia_w = params->julia_w;
//// 2D terrain noise
//// 2D noise
if (spflags & MGFRACTAL_TERRAIN)
noise_seabed = new Noise(&params->np_seabed, seed, csize.X, csize.Z);
noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
//// 3D noise
MapgenBasic::np_dungeons = params->np_dungeons;
// Overgeneration to node_min.Y - 1
MapgenBasic::np_cave1 = params->np_cave1;
MapgenBasic::np_cave2 = params->np_cave2;
MapgenBasic::np_dungeons = params->np_dungeons;
formula = fractal / 2 + fractal % 2;
julia = fractal % 2 == 0;
@ -81,7 +86,9 @@ MapgenFractal::MapgenFractal(MapgenFractalParams *params, EmergeManager *emerge)
MapgenFractal::~MapgenFractal()
{
if (noise_seabed)
delete noise_seabed;
delete noise_filler_depth;
}
@ -153,21 +160,25 @@ void MapgenFractalParams::writeParams(Settings *settings) const
int MapgenFractal::getSpawnLevelAtPoint(v2s16 p)
{
bool solid_below = false; // Dry solid node is present below to spawn on
u8 air_count = 0; // Consecutive air nodes above the dry solid node
s16 seabed_level = NoisePerlin2D(&noise_seabed->np, p.X, p.Y, seed);
// Seabed can rise above water_level or might be raised to create dry land
s16 search_start = MYMAX(seabed_level, water_level + 1);
if (seabed_level > water_level)
solid_below = true;
bool solid_below = false; // Fractal node is present below to spawn on
u8 air_count = 0; // Consecutive air nodes above a fractal node
s16 search_start = 0; // No terrain search start
for (s16 y = search_start; y <= search_start + 128; y++) {
if (getFractalAtPoint(p.X, y, p.Y)) { // Fractal node
// If terrain present, don't start search below terrain or water level
if (noise_seabed) {
s16 seabed_level = NoisePerlin2D(&noise_seabed->np, p.X, p.Y, seed);
search_start = MYMAX(search_start, MYMAX(seabed_level, water_level));
}
for (s16 y = search_start; y <= search_start + 4096; y++) {
if (getFractalAtPoint(p.X, y, p.Y)) {
// Fractal node
solid_below = true;
air_count = 0;
} else if (solid_below) { // Air above solid node
} else if (solid_below) {
// Air above fractal node
air_count++;
// 3 to account for snowblock dust
// 3 and -2 to account for biome dust nodes
if (air_count == 3)
return y - 2;
}
@ -189,10 +200,11 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
data->blockpos_requested.Y <= data->blockpos_max.Y &&
data->blockpos_requested.Z <= data->blockpos_max.Z);
//TimeTaker t("makeChunk");
this->generating = true;
this->vm = data->vmanip;
this->ndef = data->nodedef;
//TimeTaker t("makeChunk");
v3s16 blockpos_min = data->blockpos_min;
v3s16 blockpos_max = data->blockpos_max;
@ -203,7 +215,7 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
blockseed = getBlockSeed2(full_node_min, seed);
// Generate base terrain, mountains, and ridges with initial heightmaps
// Generate fractal and optional terrain
s16 stone_surface_max_y = generateTerrain();
// Create heightmap
@ -215,16 +227,16 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
generateBiomes();
}
// Generate tunnels and randomwalk caves
if (flags & MG_CAVES) {
// Generate tunnels
generateCavesNoiseIntersection(stone_surface_max_y);
// Generate large randomwalk caves
generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
}
// Generate the registered ores
m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
// Generate dungeons
if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
full_node_max.Y <= dungeon_ymax)
generateDungeons(stone_surface_max_y);
@ -237,18 +249,18 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
if (flags & MG_BIOMES)
dustTopNodes();
//printf("makeChunk: %dms\n", t.stop());
// Update liquids
if (spflags & MGFRACTAL_TERRAIN)
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
// Calculate lighting
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;
//printf("makeChunk: %lums\n", t.stop());
}
@ -391,26 +403,31 @@ s16 MapgenFractal::generateTerrain()
s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
u32 index2d = 0;
if (noise_seabed)
noise_seabed->perlinMap2D(node_min.X, node_min.Z);
for (s16 z = node_min.Z; z <= node_max.Z; z++) {
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
u32 vi = vm->m_area.index(node_min.X, y, z);
for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index2d++) {
if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
s16 seabed_height = noise_seabed->result[index2d];
if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
continue;
if (y <= seabed_height || getFractalAtPoint(x, y, z)) {
s16 seabed_height;
if (noise_seabed)
seabed_height = noise_seabed->result[index2d];
if (((spflags & MGFRACTAL_TERRAIN) && y <= seabed_height) ||
getFractalAtPoint(x, y, z)) {
vm->m_data[vi] = n_stone;
if (y > stone_surface_max_y)
stone_surface_max_y = y;
} else if (y <= water_level) {
} else if ((spflags & MGFRACTAL_TERRAIN) && y <= water_level) {
vm->m_data[vi] = n_water;
} else {
vm->m_data[vi] = n_air;
}
}
}
index2d -= ystride;
}
index2d += ystride;

@ -1,7 +1,7 @@
/*
Minetest
Copyright (C) 2015-2018 paramat
Copyright (C) 2015-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
Copyright (C) 2015-2019 paramat
Copyright (C) 2015-2016 kwolekr, Ryan Kwolek
Fractal formulas from http://www.bugman123.com/Hypercomplex/index.html
by Paul Nylander, and from http://www.fractalforums.com, thank you.
@ -25,13 +25,17 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mapgen.h"
///////////// Mapgen Fractal flags
#define MGFRACTAL_TERRAIN 0x01
class BiomeManager;
extern FlagDesc flagdesc_mapgen_fractal[];
struct MapgenFractalParams : public MapgenParams
{
u32 spflags = 0;
u32 spflags = MGFRACTAL_TERRAIN;
float cave_width = 0.09f;
s16 large_cave_depth = -33;
s16 lava_depth = -256;
@ -60,6 +64,7 @@ struct MapgenFractalParams : public MapgenParams
void writeParams(Settings *settings) const;
};
class MapgenFractal : public MapgenBasic
{
public:
@ -89,5 +94,5 @@ private:
float julia_y;
float julia_z;
float julia_w;
Noise *noise_seabed;
Noise *noise_seabed = nullptr;
};