forked from Mirrorlandia_minetest/minetest
f8408398f5
As mgv7 is now the default mapgen i re-checked its tunnel width on request, discovered they needed to be wider, and have made this change. This commit widens the identical 3D noise tunnels in the other mapgens in exactly the same way.
760 lines
27 KiB
C++
760 lines
27 KiB
C++
/*
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Minetest Valleys C
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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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Copyright (C) 2016 Duane Robertson <duane@duanerobertson.com>
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Based on Valleys Mapgen by Gael de Sailly
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(https://forum.minetest.net/viewtopic.php?f=9&t=11430)
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and mapgen_v7, mapgen_flat by kwolekr and paramat.
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Licensing changed by permission of Gael de Sailly.
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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 "settings.h" // For g_settings
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#include "emerge.h"
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#include "dungeongen.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_valleys.h"
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#include "cavegen.h"
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//#undef NDEBUG
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//#include "assert.h"
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//#include "util/timetaker.h"
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//#include "profiler.h"
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//static Profiler mapgen_prof;
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//Profiler *mapgen_profiler = &mapgen_prof;
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static FlagDesc flagdesc_mapgen_valleys[] = {
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{"altitude_chill", MGVALLEYS_ALT_CHILL},
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{"humid_rivers", MGVALLEYS_HUMID_RIVERS},
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{NULL, 0}
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};
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///////////////////////////////////////////////////////////////////////////////
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MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeManager *emerge)
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: MapgenBasic(mapgenid, params, emerge)
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{
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// NOTE: MapgenValleys has a hard dependency on BiomeGenOriginal
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this->m_bgen = (BiomeGenOriginal *)biomegen;
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this->map_gen_limit = MYMIN(MAX_MAP_GENERATION_LIMIT,
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g_settings->getU16("map_generation_limit"));
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BiomeParamsOriginal *bp = (BiomeParamsOriginal *)params->bparams;
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this->spflags = params->spflags;
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this->altitude_chill = params->altitude_chill;
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this->large_cave_depth = params->large_cave_depth;
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this->lava_features_lim = rangelim(params->lava_features, 0, 10);
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this->massive_cave_depth = params->massive_cave_depth;
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this->river_depth_bed = params->river_depth + 1.f;
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this->river_size_factor = params->river_size / 100.f;
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this->water_features_lim = rangelim(params->water_features, 0, 10);
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this->cave_width = params->cave_width;
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//// 2D Terrain noise
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noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
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noise_inter_valley_slope = new Noise(¶ms->np_inter_valley_slope, seed, csize.X, csize.Z);
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noise_rivers = new Noise(¶ms->np_rivers, seed, csize.X, csize.Z);
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noise_terrain_height = new Noise(¶ms->np_terrain_height, seed, csize.X, csize.Z);
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noise_valley_depth = new Noise(¶ms->np_valley_depth, seed, csize.X, csize.Z);
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noise_valley_profile = new Noise(¶ms->np_valley_profile, seed, csize.X, csize.Z);
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//// 3D Terrain noise
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// 1-up 1-down overgeneration
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noise_inter_valley_fill = new Noise(¶ms->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
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// 1-down overgeneraion
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noise_cave1 = new Noise(¶ms->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
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noise_cave2 = new Noise(¶ms->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
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noise_massive_caves = new Noise(¶ms->np_massive_caves, seed, csize.X, csize.Y + 1, csize.Z);
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this->humid_rivers = (spflags & MGVALLEYS_HUMID_RIVERS);
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this->use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL);
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this->humidity_adjust = bp->np_humidity.offset - 50.f;
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// a small chance of overflows if the settings are very high
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this->cave_water_max_height = water_level + MYMAX(0, water_features_lim - 4) * 50;
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this->lava_max_height = water_level + MYMAX(0, lava_features_lim - 4) * 50;
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tcave_cache = new float[csize.Y + 2];
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// Resolve content to be used
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c_lava_source = ndef->getId("mapgen_lava_source");
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}
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MapgenValleys::~MapgenValleys()
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{
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delete noise_cave1;
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delete noise_cave2;
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delete noise_filler_depth;
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delete noise_inter_valley_fill;
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delete noise_inter_valley_slope;
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delete noise_rivers;
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delete noise_massive_caves;
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delete noise_terrain_height;
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delete noise_valley_depth;
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delete noise_valley_profile;
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delete[] tcave_cache;
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}
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MapgenValleysParams::MapgenValleysParams()
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{
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spflags = MGVALLEYS_HUMID_RIVERS | MGVALLEYS_ALT_CHILL;
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altitude_chill = 90; // The altitude at which temperature drops by 20C.
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large_cave_depth = -33;
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lava_features = 0; // How often water will occur in caves.
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massive_cave_depth = -256; // highest altitude of massive caves
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river_depth = 4; // How deep to carve river channels.
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river_size = 5; // How wide to make rivers.
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water_features = 0; // How often water will occur in caves.
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cave_width = 0.09;
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np_cave1 = NoiseParams(0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0);
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np_cave2 = NoiseParams(0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0);
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np_filler_depth = NoiseParams(0.f, 1.2f, v3f(256, 256, 256), 1605, 3, 0.5f, 2.f);
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np_inter_valley_fill = NoiseParams(0.f, 1.f, v3f(256, 512, 256), 1993, 6, 0.8f, 2.f);
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np_inter_valley_slope = NoiseParams(0.5f, 0.5f, v3f(128, 128, 128), 746, 1, 1.f, 2.f);
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np_rivers = NoiseParams(0.f, 1.f, v3f(256, 256, 256), -6050, 5, 0.6f, 2.f);
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np_massive_caves = NoiseParams(0.f, 1.f, v3f(768, 256, 768), 59033, 6, 0.63f, 2.f);
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np_terrain_height = NoiseParams(-10.f, 50.f, v3f(1024, 1024, 1024), 5202, 6, 0.4f, 2.f);
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np_valley_depth = NoiseParams(5.f, 4.f, v3f(512, 512, 512), -1914, 1, 1.f, 2.f);
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np_valley_profile = NoiseParams(0.6f, 0.5f, v3f(512, 512, 512), 777, 1, 1.f, 2.f);
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}
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void MapgenValleysParams::readParams(const Settings *settings)
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{
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settings->getFlagStrNoEx("mgvalleys_spflags", spflags, flagdesc_mapgen_valleys);
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settings->getU16NoEx("mgvalleys_altitude_chill", altitude_chill);
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settings->getS16NoEx("mgvalleys_large_cave_depth", large_cave_depth);
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settings->getU16NoEx("mgvalleys_lava_features", lava_features);
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settings->getS16NoEx("mgvalleys_massive_cave_depth", massive_cave_depth);
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settings->getU16NoEx("mgvalleys_river_depth", river_depth);
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settings->getU16NoEx("mgvalleys_river_size", river_size);
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settings->getU16NoEx("mgvalleys_water_features", water_features);
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settings->getFloatNoEx("mgvalleys_cave_width", cave_width);
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settings->getNoiseParams("mgvalleys_np_cave1", np_cave1);
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settings->getNoiseParams("mgvalleys_np_cave2", np_cave2);
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settings->getNoiseParams("mgvalleys_np_filler_depth", np_filler_depth);
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settings->getNoiseParams("mgvalleys_np_inter_valley_fill", np_inter_valley_fill);
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settings->getNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope);
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settings->getNoiseParams("mgvalleys_np_rivers", np_rivers);
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settings->getNoiseParams("mgvalleys_np_massive_caves", np_massive_caves);
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settings->getNoiseParams("mgvalleys_np_terrain_height", np_terrain_height);
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settings->getNoiseParams("mgvalleys_np_valley_depth", np_valley_depth);
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settings->getNoiseParams("mgvalleys_np_valley_profile", np_valley_profile);
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}
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void MapgenValleysParams::writeParams(Settings *settings) const
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{
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settings->setFlagStr("mgvalleys_spflags", spflags, flagdesc_mapgen_valleys, U32_MAX);
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settings->setU16("mgvalleys_altitude_chill", altitude_chill);
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settings->setS16("mgvalleys_large_cave_depth", large_cave_depth);
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settings->setU16("mgvalleys_lava_features", lava_features);
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settings->setS16("mgvalleys_massive_cave_depth", massive_cave_depth);
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settings->setU16("mgvalleys_river_depth", river_depth);
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settings->setU16("mgvalleys_river_size", river_size);
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settings->setU16("mgvalleys_water_features", water_features);
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settings->setFloat("mgvalleys_cave_width", cave_width);
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settings->setNoiseParams("mgvalleys_np_cave1", np_cave1);
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settings->setNoiseParams("mgvalleys_np_cave2", np_cave2);
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settings->setNoiseParams("mgvalleys_np_filler_depth", np_filler_depth);
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settings->setNoiseParams("mgvalleys_np_inter_valley_fill", np_inter_valley_fill);
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settings->setNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope);
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settings->setNoiseParams("mgvalleys_np_rivers", np_rivers);
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settings->setNoiseParams("mgvalleys_np_massive_caves", np_massive_caves);
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settings->setNoiseParams("mgvalleys_np_terrain_height", np_terrain_height);
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settings->setNoiseParams("mgvalleys_np_valley_depth", np_valley_depth);
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settings->setNoiseParams("mgvalleys_np_valley_profile", np_valley_profile);
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}
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///////////////////////////////////////
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void MapgenValleys::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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// Generate noise maps and base terrain height.
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calculateNoise();
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// Generate biome noises. Note this must be executed strictly before
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// generateTerrain, because generateTerrain depends on intermediate
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// biome-related noises.
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m_bgen->calcBiomeNoise(node_min);
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// Generate base terrain with initial heightmaps
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s16 stone_surface_max_y = generateTerrain();
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// Place biome-specific nodes and build biomemap
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MgStoneType stone_type = generateBiomes();
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// Cave creation.
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if (flags & MG_CAVES)
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generateCaves(stone_surface_max_y, large_cave_depth);
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// Dungeon creation
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if ((flags & MG_DUNGEONS) && node_max.Y < 50)
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generateDungeons(stone_surface_max_y, stone_type);
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// Generate the registered decorations
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if (flags & MG_DECORATIONS)
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m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
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// Generate the registered ores
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m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
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// Sprinkle some dust on top after everything else was generated
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dustTopNodes();
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//TimeTaker tll("liquid_lighting");
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updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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if (flags & MG_LIGHT)
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calcLighting(
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node_min - v3s16(0, 1, 0),
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node_max + v3s16(0, 1, 0),
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full_node_min,
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full_node_max);
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//mapgen_profiler->avg("liquid_lighting", tll.stop() / 1000.f);
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//mapgen_profiler->avg("makeChunk", t.stop() / 1000.f);
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this->generating = false;
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}
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// Populate the noise tables and do most of the
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// calculation necessary to determine terrain height.
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void MapgenValleys::calculateNoise()
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{
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//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
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int x = node_min.X;
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int y = node_min.Y - 1;
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int z = node_min.Z;
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//TimeTaker tcn("actualNoise");
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noise_inter_valley_slope->perlinMap2D(x, z);
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noise_rivers->perlinMap2D(x, z);
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noise_terrain_height->perlinMap2D(x, z);
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noise_valley_depth->perlinMap2D(x, z);
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noise_valley_profile->perlinMap2D(x, z);
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noise_inter_valley_fill->perlinMap3D(x, y, z);
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//mapgen_profiler->avg("noisemaps", tcn.stop() / 1000.f);
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float heat_offset = 0.f;
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float humidity_scale = 1.f;
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// Altitude chill tends to reduce the average heat.
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if (use_altitude_chill)
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heat_offset = 5.f;
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// River humidity tends to increase the humidity range.
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if (humid_rivers) {
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humidity_scale = 0.8f;
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}
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for (s32 index = 0; index < csize.X * csize.Z; index++) {
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m_bgen->heatmap[index] += heat_offset;
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m_bgen->humidmap[index] *= humidity_scale;
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}
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TerrainNoise tn;
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u32 index = 0;
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for (tn.z = node_min.Z; tn.z <= node_max.Z; tn.z++)
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for (tn.x = node_min.X; tn.x <= node_max.X; tn.x++, index++) {
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// The parameters that we actually need to generate terrain
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// are passed by address (and the return value).
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tn.terrain_height = noise_terrain_height->result[index];
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// River noise is replaced with base terrain, which
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// is basically the height of the water table.
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tn.rivers = &noise_rivers->result[index];
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// Valley depth noise is replaced with the valley
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// number that represents the height of terrain
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// over rivers and is used to determine about
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// how close a river is for humidity calculation.
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tn.valley = &noise_valley_depth->result[index];
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tn.valley_profile = noise_valley_profile->result[index];
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// Slope noise is replaced by the calculated slope
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// which is used to get terrain height in the slow
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// method, to create sharper mountains.
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tn.slope = &noise_inter_valley_slope->result[index];
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tn.inter_valley_fill = noise_inter_valley_fill->result[index];
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// This is the actual terrain height.
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float mount = terrainLevelFromNoise(&tn);
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noise_terrain_height->result[index] = mount;
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}
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}
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// This keeps us from having to maintain two similar sets of
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// complicated code to determine ground level.
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float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
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{
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// The square function changes the behaviour of this noise:
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// very often small, and sometimes very high.
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float valley_d = MYSQUARE(*tn->valley);
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// valley_d is here because terrain is generally higher where valleys
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// are deep (mountains). base represents the height of the
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// rivers, most of the surface is above.
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float base = tn->terrain_height + valley_d;
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// "river" represents the distance from the river, in arbitrary units.
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float river = fabs(*tn->rivers) - river_size_factor;
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// Use the curve of the function 1-exp(-(x/a)^2) to model valleys.
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// Making "a" vary (0 < a <= 1) changes the shape of the valleys.
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// Try it with a geometry software !
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// (here x = "river" and a = valley_profile).
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// "valley" represents the height of the terrain, from the rivers.
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{
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float t = river / tn->valley_profile;
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*tn->valley = valley_d * (1.f - exp(- MYSQUARE(t)));
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}
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// approximate height of the terrain at this point
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float mount = base + *tn->valley;
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*tn->slope *= *tn->valley;
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// Rivers are placed where "river" is negative, so where the original
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// noise value is close to zero.
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// Base ground is returned as rivers since it's basically the water table.
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*tn->rivers = base;
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if (river < 0.f) {
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// Use the the function -sqrt(1-x^2) which models a circle.
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float depth;
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{
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float t = river / river_size_factor + 1;
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depth = (river_depth_bed * sqrt(MYMAX(0, 1.f - MYSQUARE(t))));
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}
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// base - depth : height of the bottom of the river
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// water_level - 3 : don't make rivers below 3 nodes under the surface
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// We use three because that's as low as the swamp biomes go.
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// There is no logical equivalent to this using rangelim.
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mount = MYMIN(MYMAX(base - depth, (float)(water_level - 3)), mount);
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|
|
|
// Slope has no influence on rivers.
|
|
*tn->slope = 0.f;
|
|
}
|
|
|
|
return mount;
|
|
}
|
|
|
|
|
|
// This avoids duplicating the code in terrainLevelFromNoise, adding
|
|
// only the final step of terrain generation without a noise map.
|
|
float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn)
|
|
{
|
|
float mount = terrainLevelFromNoise(tn);
|
|
s16 y_start = myround(mount);
|
|
|
|
for (s16 y = y_start; y <= y_start + 1000; y++) {
|
|
float fill = NoisePerlin3D(&noise_inter_valley_fill->np, tn->x, y, tn->z, seed);
|
|
|
|
if (fill * *tn->slope < y - mount) {
|
|
mount = MYMAX(y - 1, mount);
|
|
break;
|
|
}
|
|
}
|
|
|
|
return mount;
|
|
}
|
|
|
|
|
|
int MapgenValleys::getSpawnLevelAtPoint(v2s16 p)
|
|
{
|
|
// Check to make sure this isn't a request for a location in a river.
|
|
float rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed);
|
|
if (fabs(rivers) < river_size_factor)
|
|
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
|
|
|
|
s16 level_at_point = terrainLevelAtPoint(p.X, p.Y);
|
|
if (level_at_point <= water_level ||
|
|
level_at_point > water_level + 32)
|
|
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
|
|
else
|
|
return level_at_point;
|
|
}
|
|
|
|
|
|
float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z)
|
|
{
|
|
TerrainNoise tn;
|
|
|
|
float rivers = NoisePerlin2D(&noise_rivers->np, x, z, seed);
|
|
float valley = NoisePerlin2D(&noise_valley_depth->np, x, z, seed);
|
|
float inter_valley_slope = NoisePerlin2D(&noise_inter_valley_slope->np, x, z, seed);
|
|
|
|
tn.x = x;
|
|
tn.z = z;
|
|
tn.terrain_height = NoisePerlin2D(&noise_terrain_height->np, x, z, seed);
|
|
tn.rivers = &rivers;
|
|
tn.valley = &valley;
|
|
tn.valley_profile = NoisePerlin2D(&noise_valley_profile->np, x, z, seed);
|
|
tn.slope = &inter_valley_slope;
|
|
tn.inter_valley_fill = 0.f;
|
|
|
|
return adjustedTerrainLevelFromNoise(&tn);
|
|
}
|
|
|
|
|
|
int MapgenValleys::generateTerrain()
|
|
{
|
|
// Raising this reduces the rate of evaporation.
|
|
static const float evaporation = 300.f;
|
|
// from the lua
|
|
static const float humidity_dropoff = 4.f;
|
|
// constant to convert altitude chill (compatible with lua) to heat
|
|
static const float alt_to_heat = 20.f;
|
|
// humidity reduction by altitude
|
|
static const float alt_to_humid = 10.f;
|
|
|
|
MapNode n_air(CONTENT_AIR);
|
|
MapNode n_river_water(c_river_water_source);
|
|
MapNode n_stone(c_stone);
|
|
MapNode n_water(c_water_source);
|
|
|
|
v3s16 em = vm->m_area.getExtent();
|
|
s16 surface_max_y = -MAX_MAP_GENERATION_LIMIT;
|
|
u32 index_2d = 0;
|
|
|
|
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
|
for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
|
|
float river_y = noise_rivers->result[index_2d];
|
|
float surface_y = noise_terrain_height->result[index_2d];
|
|
float slope = noise_inter_valley_slope->result[index_2d];
|
|
float t_heat = m_bgen->heatmap[index_2d];
|
|
|
|
heightmap[index_2d] = -MAX_MAP_GENERATION_LIMIT;
|
|
|
|
if (surface_y > surface_max_y)
|
|
surface_max_y = ceil(surface_y);
|
|
|
|
if (humid_rivers) {
|
|
// Derive heat from (base) altitude. This will be most correct
|
|
// at rivers, since other surface heights may vary below.
|
|
if (use_altitude_chill && (surface_y > 0.f || river_y > 0.f))
|
|
t_heat -= alt_to_heat * MYMAX(surface_y, river_y) / altitude_chill;
|
|
|
|
// If humidity is low or heat is high, lower the water table.
|
|
float delta = m_bgen->humidmap[index_2d] - 50.f;
|
|
if (delta < 0.f) {
|
|
float t_evap = (t_heat - 32.f) / evaporation;
|
|
river_y += delta * MYMAX(t_evap, 0.08f);
|
|
}
|
|
}
|
|
|
|
u32 index_3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
|
|
u32 index_data = vm->m_area.index(x, node_min.Y - 1, z);
|
|
|
|
// Mapgens concern themselves with stone and water.
|
|
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
|
|
if (vm->m_data[index_data].getContent() == CONTENT_IGNORE) {
|
|
float fill = noise_inter_valley_fill->result[index_3d];
|
|
float surface_delta = (float)y - surface_y;
|
|
bool river = y + 1 < river_y;
|
|
|
|
if (slope * fill > surface_delta) {
|
|
// ground
|
|
vm->m_data[index_data] = n_stone;
|
|
if (y > heightmap[index_2d])
|
|
heightmap[index_2d] = y;
|
|
if (y > surface_max_y)
|
|
surface_max_y = y;
|
|
} else if (y <= water_level) {
|
|
// sea
|
|
vm->m_data[index_data] = n_water;
|
|
} else if (river) {
|
|
// river
|
|
vm->m_data[index_data] = n_river_water;
|
|
} else { // air
|
|
vm->m_data[index_data] = n_air;
|
|
}
|
|
}
|
|
|
|
vm->m_area.add_y(em, index_data, 1);
|
|
index_3d += ystride;
|
|
}
|
|
|
|
// This happens if we're generating a chunk that doesn't
|
|
// contain the terrain surface, in which case, we need
|
|
// to set heightmap to a value outside of the chunk,
|
|
// to avoid confusing lua mods that use heightmap.
|
|
if (heightmap[index_2d] == -MAX_MAP_GENERATION_LIMIT) {
|
|
s16 surface_y_int = myround(surface_y);
|
|
if (surface_y_int > node_max.Y + 1 || surface_y_int < node_min.Y - 1) {
|
|
// If surface_y is outside the chunk, it's good enough.
|
|
heightmap[index_2d] = surface_y_int;
|
|
} else {
|
|
// If the ground is outside of this chunk, but surface_y
|
|
// is within the chunk, give a value outside.
|
|
heightmap[index_2d] = node_min.Y - 2;
|
|
}
|
|
}
|
|
|
|
if (humid_rivers) {
|
|
// Use base ground (water table) in a riverbed, to
|
|
// avoid an unnatural rise in humidity.
|
|
float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]);
|
|
float humid = m_bgen->humidmap[index_2d];
|
|
float water_depth = (t_alt - river_y) / humidity_dropoff;
|
|
humid *= 1.f + pow(0.5f, MYMAX(water_depth, 1.f));
|
|
|
|
// Reduce humidity with altitude (ignoring riverbeds).
|
|
// This is similar to the lua version's seawater adjustment,
|
|
// but doesn't increase the base humidity, which causes
|
|
// problems with the default biomes.
|
|
if (t_alt > 0.f)
|
|
humid -= alt_to_humid * t_alt / altitude_chill;
|
|
|
|
m_bgen->humidmap[index_2d] = humid;
|
|
}
|
|
|
|
// Assign the heat adjusted by any changed altitudes.
|
|
// The altitude will change about half the time.
|
|
if (use_altitude_chill) {
|
|
// ground height ignoring riverbeds
|
|
float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]);
|
|
if (humid_rivers && heightmap[index_2d] == (s16)myround(surface_y))
|
|
// The altitude hasn't changed. Use the first result.
|
|
m_bgen->heatmap[index_2d] = t_heat;
|
|
else if (t_alt > 0.f)
|
|
m_bgen->heatmap[index_2d] -= alt_to_heat * t_alt / altitude_chill;
|
|
}
|
|
}
|
|
|
|
return surface_max_y;
|
|
}
|
|
|
|
void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth)
|
|
{
|
|
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);
|
|
|
|
PseudoRandom ps(blockseed + 72202);
|
|
|
|
MapNode n_air(CONTENT_AIR);
|
|
MapNode n_lava(c_lava_source);
|
|
MapNode n_water(c_river_water_source);
|
|
|
|
v3s16 em = vm->m_area.getExtent();
|
|
|
|
// Cave blend distance near YMIN, YMAX
|
|
const float massive_cave_blend = 128.f;
|
|
// noise threshold for massive caves
|
|
const float massive_cave_threshold = 0.6f;
|
|
// mct: 1 = small rare caves, 0.5 1/3rd ground volume, 0 = 1/2 ground volume.
|
|
|
|
float yblmin = -map_gen_limit + massive_cave_blend * 1.5f;
|
|
float yblmax = massive_cave_depth - massive_cave_blend * 1.5f;
|
|
bool made_a_big_one = false;
|
|
|
|
// Cache the tcave values as they only vary by altitude.
|
|
if (node_max.Y <= massive_cave_depth) {
|
|
noise_massive_caves->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
|
|
|
|
for (s16 y = node_min.Y - 1; y <= node_max.Y; y++) {
|
|
float tcave = massive_cave_threshold;
|
|
|
|
if (y < yblmin) {
|
|
float t = (yblmin - y) / massive_cave_blend;
|
|
tcave += MYSQUARE(t);
|
|
} else if (y > yblmax) {
|
|
float t = (y - yblmax) / massive_cave_blend;
|
|
tcave += MYSQUARE(t);
|
|
}
|
|
|
|
tcave_cache[y - node_min.Y + 1] = tcave;
|
|
}
|
|
}
|
|
|
|
// lava_depth varies between one and ten as you approach
|
|
// the bottom of the world.
|
|
s16 lava_depth = ceil((lava_max_height - node_min.Y + 1) * 10.f / map_gen_limit);
|
|
// This allows random lava spawns to be less common at the surface.
|
|
s16 lava_chance = MYCUBE(lava_features_lim) * lava_depth;
|
|
// water_depth varies between ten and one on the way down.
|
|
s16 water_depth = ceil((map_gen_limit - abs(node_min.Y) + 1) * 10.f / map_gen_limit);
|
|
// This allows random water spawns to be more common at the surface.
|
|
s16 water_chance = MYCUBE(water_features_lim) * water_depth;
|
|
|
|
// Reduce the odds of overflows even further.
|
|
if (node_max.Y > water_level) {
|
|
lava_chance /= 3;
|
|
water_chance /= 3;
|
|
}
|
|
|
|
u32 index_2d = 0;
|
|
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
|
for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
|
|
Biome *biome = (Biome *)m_bmgr->getRaw(biomemap[index_2d]);
|
|
bool tunnel_air_above = false;
|
|
bool is_under_river = false;
|
|
bool underground = false;
|
|
u32 index_data = vm->m_area.index(x, node_max.Y, z);
|
|
u32 index_3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride + (x - node_min.X);
|
|
|
|
// Dig caves on down loop to check for air above.
|
|
// 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--,
|
|
index_3d -= ystride,
|
|
vm->m_area.add_y(em, index_data, -1)) {
|
|
|
|
float terrain = noise_terrain_height->result[index_2d];
|
|
|
|
// Saves some time.
|
|
if (y > terrain + 10)
|
|
continue;
|
|
else if (y < terrain - 40)
|
|
underground = true;
|
|
|
|
// Dig massive caves.
|
|
if (node_max.Y <= massive_cave_depth
|
|
&& noise_massive_caves->result[index_3d]
|
|
> tcave_cache[y - node_min.Y + 1]) {
|
|
vm->m_data[index_data] = n_air;
|
|
made_a_big_one = true;
|
|
continue;
|
|
}
|
|
|
|
content_t c = vm->m_data[index_data].getContent();
|
|
// Detect river water to place riverbed nodes in tunnels
|
|
if (c == biome->c_river_water)
|
|
is_under_river = true;
|
|
|
|
float d1 = contour(noise_cave1->result[index_3d]);
|
|
float d2 = contour(noise_cave2->result[index_3d]);
|
|
|
|
if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) {
|
|
// in a tunnel
|
|
vm->m_data[index_data] = n_air;
|
|
tunnel_air_above = true;
|
|
} else if (c == biome->c_filler || c == biome->c_stone) {
|
|
if (tunnel_air_above) {
|
|
// at the tunnel floor
|
|
s16 sr = ps.range(0, 39);
|
|
u32 j = index_data;
|
|
vm->m_area.add_y(em, j, 1);
|
|
|
|
if (sr > terrain - y) {
|
|
// Put biome nodes in tunnels near the surface
|
|
if (is_under_river)
|
|
vm->m_data[index_data] = MapNode(biome->c_riverbed);
|
|
else if (underground)
|
|
vm->m_data[index_data] = MapNode(biome->c_filler);
|
|
else
|
|
vm->m_data[index_data] = MapNode(biome->c_top);
|
|
} else if (sr < 3 && underground) {
|
|
sr = abs(ps.next());
|
|
if (lava_features_lim > 0 && y <= lava_max_height
|
|
&& c == biome->c_stone && sr < lava_chance)
|
|
vm->m_data[j] = n_lava;
|
|
|
|
sr -= lava_chance;
|
|
|
|
// If sr < 0 then we should have already placed lava --
|
|
// don't immediately dump water on it.
|
|
if (water_features_lim > 0 && y <= cave_water_max_height
|
|
&& sr >= 0 && sr < water_chance)
|
|
vm->m_data[j] = n_water;
|
|
}
|
|
}
|
|
|
|
tunnel_air_above = false;
|
|
underground = true;
|
|
} else {
|
|
tunnel_air_above = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (node_max.Y <= large_cave_depth && !made_a_big_one) {
|
|
u32 bruises_count = ps.range(0, 2);
|
|
for (u32 i = 0; i < bruises_count; i++) {
|
|
CavesRandomWalk cave(ndef, &gennotify, seed, water_level,
|
|
c_water_source, c_lava_source);
|
|
|
|
cave.makeCave(vm, node_min, node_max, &ps, true, max_stone_y, heightmap);
|
|
}
|
|
}
|
|
}
|