minetest/src/mapgen_v5.cpp
paramat 8fc8cb819b Mapgen: Various fixes and improvements
Lua_api.txt: Document 'minetest.registered_biomes'
Minimal: Remove 'mapgen_air' alias
Cavegen: Add fallback node for 'mapgen_ice'
Dungeongen: Add fallback node for 'mapgen_river_water_source'
Mgv5: Remove unnecessary '#include util/directiontables.h'
Add missing 'this->'s in makeChunk()
Mgv6: Edit empty line formatting
Remove leading spaces in makeChunk()
Add missing spaces after 'for' and 'if'
Mgv7: Edit empty line formatting
2016-01-11 01:32:20 +00:00

591 lines
18 KiB
C++

/*
Minetest
Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
Copyright (C) 2010-2015 paramat, Matt Gregory
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "mapgen.h"
#include "voxel.h"
#include "noise.h"
#include "mapblock.h"
#include "mapnode.h"
#include "map.h"
#include "content_sao.h"
#include "nodedef.h"
#include "voxelalgorithms.h"
//#include "profiler.h" // For TimeTaker
#include "settings.h" // For g_settings
#include "emerge.h"
#include "dungeongen.h"
#include "cavegen.h"
#include "treegen.h"
#include "mg_biome.h"
#include "mg_ore.h"
#include "mg_decoration.h"
#include "mapgen_v5.h"
FlagDesc flagdesc_mapgen_v5[] = {
{NULL, 0}
};
MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
: Mapgen(mapgenid, params, emerge)
{
this->m_emerge = emerge;
this->bmgr = emerge->biomemgr;
// amount of elements to skip for the next index
// for noise/height/biome maps (not vmanip)
this->ystride = csize.X;
this->zstride = csize.X * (csize.Y + 2);
this->biomemap = new u8[csize.X * csize.Z];
this->heightmap = new s16[csize.X * csize.Z];
this->heatmap = NULL;
this->humidmap = NULL;
MapgenV5Params *sp = (MapgenV5Params *)params->sparams;
this->spflags = sp->spflags;
// Terrain noise
noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
noise_factor = new Noise(&sp->np_factor, seed, csize.X, csize.Z);
noise_height = new Noise(&sp->np_height, seed, csize.X, csize.Z);
// 3D terrain noise
noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
// Biome noise
noise_heat = new Noise(&params->np_biome_heat, seed, csize.X, csize.Z);
noise_humidity = new Noise(&params->np_biome_humidity, seed, csize.X, csize.Z);
noise_heat_blend = new Noise(&params->np_biome_heat_blend, seed, csize.X, csize.Z);
noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
//// Resolve nodes to be used
INodeDefManager *ndef = emerge->ndef;
c_stone = ndef->getId("mapgen_stone");
c_water_source = ndef->getId("mapgen_water_source");
c_lava_source = ndef->getId("mapgen_lava_source");
c_desert_stone = ndef->getId("mapgen_desert_stone");
c_ice = ndef->getId("mapgen_ice");
c_sandstone = ndef->getId("mapgen_sandstone");
c_cobble = ndef->getId("mapgen_cobble");
c_stair_cobble = ndef->getId("mapgen_stair_cobble");
c_mossycobble = ndef->getId("mapgen_mossycobble");
c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
if (c_ice == CONTENT_IGNORE)
c_ice = CONTENT_AIR;
if (c_mossycobble == CONTENT_IGNORE)
c_mossycobble = c_cobble;
if (c_stair_cobble == CONTENT_IGNORE)
c_stair_cobble = c_cobble;
if (c_sandstonebrick == CONTENT_IGNORE)
c_sandstonebrick = c_sandstone;
if (c_stair_sandstonebrick == CONTENT_IGNORE)
c_stair_sandstonebrick = c_sandstone;
}
MapgenV5::~MapgenV5()
{
delete noise_filler_depth;
delete noise_factor;
delete noise_height;
delete noise_cave1;
delete noise_cave2;
delete noise_ground;
delete noise_heat;
delete noise_humidity;
delete noise_heat_blend;
delete noise_humidity_blend;
delete[] heightmap;
delete[] biomemap;
}
MapgenV5Params::MapgenV5Params()
{
spflags = 0;
np_filler_depth = NoiseParams(0, 1, v3f(150, 150, 150), 261, 4, 0.7, 2.0);
np_factor = NoiseParams(0, 1, v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
np_height = NoiseParams(0, 10, v3f(250, 250, 250), 84174, 4, 0.5, 2.0);
np_cave1 = NoiseParams(0, 12, v3f(50, 50, 50), 52534, 4, 0.5, 2.0);
np_cave2 = NoiseParams(0, 12, v3f(50, 50, 50), 10325, 4, 0.5, 2.0);
np_ground = NoiseParams(0, 40, v3f(80, 80, 80), 983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
}
//#define CAVE_NOISE_SCALE 12.0
//#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) = 0.125
void MapgenV5Params::readParams(const Settings *settings)
{
settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5);
settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
settings->getNoiseParams("mgv5_np_factor", np_factor);
settings->getNoiseParams("mgv5_np_height", np_height);
settings->getNoiseParams("mgv5_np_cave1", np_cave1);
settings->getNoiseParams("mgv5_np_cave2", np_cave2);
settings->getNoiseParams("mgv5_np_ground", np_ground);
}
void MapgenV5Params::writeParams(Settings *settings) const
{
settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, U32_MAX);
settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
settings->setNoiseParams("mgv5_np_factor", np_factor);
settings->setNoiseParams("mgv5_np_height", np_height);
settings->setNoiseParams("mgv5_np_cave1", np_cave1);
settings->setNoiseParams("mgv5_np_cave2", np_cave2);
settings->setNoiseParams("mgv5_np_ground", np_ground);
}
int MapgenV5::getGroundLevelAtPoint(v2s16 p)
{
//TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
if (f < 0.01)
f = 0.01;
else if (f >= 1.0)
f *= 1.6;
float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
s16 search_start = 128; // Only bother searching this range, actual
s16 search_end = -128; // ground level is rarely higher or lower.
for (s16 y = search_start; y >= search_end; y--) {
float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
// If solid
if (n_ground * f > y - h) {
// If either top 2 nodes of search are solid this is inside a
// mountain or floatland with no space for the player to spawn.
if (y >= search_start - 1)
return MAX_MAP_GENERATION_LIMIT;
else
return y; // Ground below at least 2 nodes of space
}
}
//printf("getGroundLevelAtPoint: %dus\n", t.stop());
return -MAX_MAP_GENERATION_LIMIT;
}
void MapgenV5::makeChunk(BlockMakeData *data)
{
// Pre-conditions
assert(data->vmanip);
assert(data->nodedef);
assert(data->blockpos_requested.X >= data->blockpos_min.X &&
data->blockpos_requested.Y >= data->blockpos_min.Y &&
data->blockpos_requested.Z >= data->blockpos_min.Z);
assert(data->blockpos_requested.X <= data->blockpos_max.X &&
data->blockpos_requested.Y <= data->blockpos_max.Y &&
data->blockpos_requested.Z <= data->blockpos_max.Z);
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;
node_min = blockpos_min * MAP_BLOCKSIZE;
node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
// Create a block-specific seed
blockseed = getBlockSeed2(full_node_min, seed);
// Make some noise
calculateNoise();
// Generate base terrain
s16 stone_surface_max_y = generateBaseTerrain();
// Create heightmap
updateHeightmap(node_min, node_max);
// Create biomemap at heightmap surface
bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
noise_humidity->result, heightmap, biomemap);
// Actually place the biome-specific nodes
MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
// Generate caves
if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y))
generateCaves(stone_surface_max_y);
// Generate dungeons and desert temples
if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
DungeonParams dp;
dp.np_rarity = nparams_dungeon_rarity;
dp.np_density = nparams_dungeon_density;
dp.np_wetness = nparams_dungeon_wetness;
dp.c_water = c_water_source;
if (stone_type == STONE) {
dp.c_cobble = c_cobble;
dp.c_moss = c_mossycobble;
dp.c_stair = c_stair_cobble;
dp.diagonal_dirs = false;
dp.mossratio = 3.0;
dp.holesize = v3s16(1, 2, 1);
dp.roomsize = v3s16(0, 0, 0);
dp.notifytype = GENNOTIFY_DUNGEON;
} else if (stone_type == DESERT_STONE) {
dp.c_cobble = c_desert_stone;
dp.c_moss = c_desert_stone;
dp.c_stair = c_desert_stone;
dp.diagonal_dirs = true;
dp.mossratio = 0.0;
dp.holesize = v3s16(2, 3, 2);
dp.roomsize = v3s16(2, 5, 2);
dp.notifytype = GENNOTIFY_TEMPLE;
} else if (stone_type == SANDSTONE) {
dp.c_cobble = c_sandstonebrick;
dp.c_moss = c_sandstonebrick;
dp.c_stair = c_sandstonebrick;
dp.diagonal_dirs = false;
dp.mossratio = 0.0;
dp.holesize = v3s16(2, 2, 2);
dp.roomsize = v3s16(2, 0, 2);
dp.notifytype = GENNOTIFY_DUNGEON;
}
DungeonGen dgen(this, &dp);
dgen.generate(blockseed, full_node_min, full_node_max);
}
// Generate the registered decorations
if (flags & MG_DECORATIONS)
m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
// 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());
// Add top and bottom side of water to transforming_liquid queue
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);
}
this->generating = false;
}
void MapgenV5::calculateNoise()
{
//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
int x = node_min.X;
int y = node_min.Y - 1;
int z = node_min.Z;
noise_factor->perlinMap2D(x, z);
noise_height->perlinMap2D(x, z);
noise_ground->perlinMap3D(x, y, z);
if (flags & MG_CAVES) {
noise_cave1->perlinMap3D(x, y, z);
noise_cave2->perlinMap3D(x, y, z);
}
noise_filler_depth->perlinMap2D(x, z);
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());
}
//bool is_cave(u32 index) {
// double d1 = contour(noise_cave1->result[index]);
// double d2 = contour(noise_cave2->result[index]);
// return d1*d2 > CAVE_NOISE_THRESHOLD;
//}
//bool val_is_ground(v3s16 p, u32 index, u32 index2d) {
// double f = 0.55 + noise_factor->result[index2d];
// if(f < 0.01)
// f = 0.01;
// else if(f >= 1.0)
// f *= 1.6;
// double h = WATER_LEVEL + 10 * noise_height->result[index2d];
// return (noise_ground->result[index] * f > (double)p.Y - h);
//}
int MapgenV5::generateBaseTerrain()
{
u32 index = 0;
u32 index2d = 0;
int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
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 i = vm->m_area.index(node_min.X, y, z);
for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
if (vm->m_data[i].getContent() != CONTENT_IGNORE)
continue;
float f = 0.55 + noise_factor->result[index2d];
if (f < 0.01)
f = 0.01;
else if (f >= 1.0)
f *= 1.6;
float h = noise_height->result[index2d];
if (noise_ground->result[index] * f < y - h) {
if (y <= water_level)
vm->m_data[i] = MapNode(c_water_source);
else
vm->m_data[i] = MapNode(CONTENT_AIR);
} else {
vm->m_data[i] = MapNode(c_stone);
if (y > stone_surface_max_y)
stone_surface_max_y = y;
}
}
index2d -= ystride;
}
index2d += ystride;
}
return stone_surface_max_y;
}
MgStoneType MapgenV5::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 MapgenV5::generateCaves(int max_stone_y)
{
if (max_stone_y >= node_min.Y) {
u32 index = 0;
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 i = vm->m_area.index(node_min.X, y, z);
for (s16 x = node_min.X; x <= node_max.X; x++, i++, index++) {
float d1 = contour(noise_cave1->result[index]);
float d2 = contour(noise_cave2->result[index]);
if (d1 * d2 > 0.125f) {
content_t c = vm->m_data[i].getContent();
if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
continue;
vm->m_data[i] = MapNode(CONTENT_AIR);
}
}
}
}
if (node_max.Y > MGV5_LARGE_CAVE_DEPTH)
return;
PseudoRandom ps(blockseed + 21343);
u32 bruises_count = ps.range(0, 2);
for (u32 i = 0; i < bruises_count; i++) {
CaveV5 cave(this, &ps);
cave.makeCave(node_min, node_max, max_stone_y);
}
}
void MapgenV5::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);
}
}
}