Cavegen y biome check (#13472)

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Riley Adams 2023-06-05 05:59:22 -04:00 committed by GitHub
parent 1ef9fc9d1f
commit 29b7aea38b
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5 changed files with 83 additions and 7 deletions

@ -38,14 +38,16 @@ static NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0
////
CavesNoiseIntersection::CavesNoiseIntersection(
const NodeDefManager *nodedef, BiomeManager *biomemgr, v3s16 chunksize,
const NodeDefManager *nodedef, BiomeManager *biomemgr, BiomeGen *biomegen, v3s16 chunksize,
NoiseParams *np_cave1, NoiseParams *np_cave2, s32 seed, float cave_width)
{
assert(nodedef);
assert(biomemgr);
assert(biomegen);
m_ndef = nodedef;
m_bmgr = biomemgr;
m_bmgn = biomegen;
m_csize = chunksize;
m_cave_width = cave_width;
@ -80,6 +82,8 @@ void CavesNoiseIntersection::generateCaves(MMVManip *vm,
const v3s16 &em = vm->m_area.getExtent();
u32 index2d = 0; // Biomemap index
s16 *biome_transitions = m_bmgn->getBiomeTransitions();
for (s16 z = nmin.Z; z <= nmax.Z; z++)
for (s16 x = nmin.X; x <= nmax.X; x++, index2d++) {
bool column_is_open = false; // Is column open to overground
@ -96,6 +100,10 @@ void CavesNoiseIntersection::generateCaves(MMVManip *vm,
u16 base_filler = depth_top + biome->depth_filler;
u16 depth_riverbed = biome->depth_riverbed;
u16 nplaced = 0;
int cur_biome_depth = 0;
s16 biome_y_min = biome_transitions[cur_biome_depth];
// Don't excavate the overgenerated stone at nmax.Y + 1,
// this creates a 'roof' over the tunnel, preventing light in
// tunnels at mapchunk borders when generating mapchunks upwards.
@ -103,6 +111,20 @@ void CavesNoiseIntersection::generateCaves(MMVManip *vm,
for (s16 y = nmax.Y; y >= nmin.Y - 1; y--,
index3d -= m_ystride,
VoxelArea::add_y(em, vi, -1)) {
// We need this check to make sure that biomes don't generate too far down
if (y < biome_y_min) {
biome = m_bmgn->getBiomeAtIndex(index2d, v3s16(x, y, z));
// Finding the height of the next biome
// On first iteration this may loop a couple times after than it should just run once
while (y < biome_y_min) {
biome_y_min = biome_transitions[++cur_biome_depth];
}
/*if (x == nmin.X && z == nmin.Z)
printf("Cave: check @ %i -> %s -> again at %i\n", y, biome->name.c_str(), biome_y_min);*/
}
content_t c = vm->m_data[vi].getContent();
if (c == CONTENT_AIR || c == biome->c_water_top ||

@ -26,6 +26,8 @@ typedef u16 biome_t; // copy from mg_biome.h to avoid an unnecessary include
class GenerateNotifier;
class BiomeGen;
/*
CavesNoiseIntersection is a cave digging algorithm that carves smooth,
web-like, continuous tunnels at points where the density of the intersection
@ -42,7 +44,7 @@ class CavesNoiseIntersection
{
public:
CavesNoiseIntersection(const NodeDefManager *nodedef,
BiomeManager *biomemgr, v3s16 chunksize, NoiseParams *np_cave1,
BiomeManager *biomemgr, BiomeGen *biomegen, v3s16 chunksize, NoiseParams *np_cave1,
NoiseParams *np_cave2, s32 seed, float cave_width);
~CavesNoiseIntersection();
@ -52,6 +54,8 @@ private:
const NodeDefManager *m_ndef;
BiomeManager *m_bmgr;
BiomeGen *m_bmgn;
// configurable parameters
v3s16 m_csize;
float m_cave_width;

@ -636,6 +636,8 @@ void MapgenBasic::generateBiomes()
noise_filler_depth->perlinMap2D(node_min.X, node_min.Z);
s16 *biome_transitions = biomegen->getBiomeTransitions();
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;
@ -644,9 +646,11 @@ void MapgenBasic::generateBiomes()
u16 base_filler = 0;
u16 depth_water_top = 0;
u16 depth_riverbed = 0;
s16 biome_y_min = -MAX_MAP_GENERATION_LIMIT;
u32 vi = vm->m_area.index(x, node_max.Y, z);
int cur_biome_depth = 0;
s16 biome_y_min = biome_transitions[cur_biome_depth];
// 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();
@ -675,8 +679,19 @@ void MapgenBasic::generateBiomes()
(air_above || !biome || y < biome_y_min); // 2, 3, 4
if (is_stone_surface || is_water_surface) {
// (Re)calculate biome
biome = biomegen->getBiomeAtIndex(index, v3s16(x, y, z));
if (!biome || y < biome_y_min) {
// (Re)calculate biome
biome = biomegen->getBiomeAtIndex(index, v3s16(x, y, z));
// Finding the height of the next biome
// On first iteration this may loop a couple times after than it should just run once
while (y < biome_y_min) {
biome_y_min = biome_transitions[++cur_biome_depth];
}
/*if (x == node_min.X && z == node_min.Z)
printf("Map: check @ %i -> %s -> again at %i\n", y, biome->name.c_str(), biome_y_min);*/
}
// Add biome to biomemap at first stone surface detected
if (biomemap[index] == BIOME_NONE && is_stone_surface)
@ -693,7 +708,6 @@ void MapgenBasic::generateBiomes()
noise_filler_depth->result[index], 0.0f);
depth_water_top = biome->depth_water_top;
depth_riverbed = biome->depth_riverbed;
biome_y_min = biome->min_pos.Y;
}
if (c == c_stone) {
@ -833,7 +847,7 @@ void MapgenBasic::generateCavesNoiseIntersection(s16 max_stone_y)
if (node_min.Y > max_stone_y || cave_width >= 10.0f)
return;
CavesNoiseIntersection caves_noise(ndef, m_bmgr, csize,
CavesNoiseIntersection caves_noise(ndef, m_bmgr, biomegen, csize,
&np_cave1, &np_cave2, seed, cave_width);
caves_noise.generateCaves(vm, node_min, node_max, biomemap);

@ -147,18 +147,50 @@ BiomeGenOriginal::BiomeGenOriginal(BiomeManager *biomemgr,
// fallback biome when biome generation (which calculates the biomemap IDs)
// is disabled.
memset(biomemap, 0, sizeof(biome_t) * m_csize.X * m_csize.Z);
// Calculating the bounding position of each biome so we know when we might switch
// First gathering all heights where we might switch
std::vector<s16> temp_transition_heights;
temp_transition_heights.reserve(m_bmgr->getNumObjects() * 2);
for (size_t i = 0; i < m_bmgr->getNumObjects(); i++) {
Biome *b = (Biome *)m_bmgr->getRaw(i);
temp_transition_heights.push_back(b->max_pos.Y);
temp_transition_heights.push_back(b->min_pos.Y);
}
// Sorting the biome transition points
std::sort(temp_transition_heights.begin(), temp_transition_heights.end(), std::greater<int>());
// Getting rid of duplicate biome transition points
s16 last = temp_transition_heights[0];
size_t out_pos = 1;
for (size_t i = 1; i < temp_transition_heights.size(); i++){
if (temp_transition_heights[i] != last) {
last = temp_transition_heights[i];
temp_transition_heights[out_pos++] = last;
}
}
biome_transitions = new s16[out_pos];
memcpy(biome_transitions, temp_transition_heights.data(), sizeof(s16) * out_pos);
}
BiomeGenOriginal::~BiomeGenOriginal()
{
delete []biomemap;
delete []biome_transitions;
delete noise_heat;
delete noise_humidity;
delete noise_heat_blend;
delete noise_humidity_blend;
}
s16* BiomeGenOriginal::getBiomeTransitions() const
{
return biome_transitions;
}
BiomeGen *BiomeGenOriginal::clone(BiomeManager *biomemgr) const
{
return new BiomeGenOriginal(biomemgr, m_params, m_csize);

@ -128,8 +128,11 @@ public:
// Same as above, but uses a raw numeric index correlating to the (x,z) position.
virtual Biome *getBiomeAtIndex(size_t index, v3s16 pos) const = 0;
virtual s16 *getBiomeTransitions() const = 0;
// Result of calcBiomes bulk computation.
biome_t *biomemap = nullptr;
s16 *biome_transitions = nullptr;
protected:
BiomeManager *m_bmgr = nullptr;
@ -186,6 +189,7 @@ public:
Biome *getBiomeAtIndex(size_t index, v3s16 pos) const;
Biome *calcBiomeFromNoise(float heat, float humidity, v3s16 pos) const;
s16 *getBiomeTransitions() const;
float *heatmap;
float *humidmap;