forked from Mirrorlandia_minetest/minetest
388 lines
12 KiB
C++
388 lines
12 KiB
C++
/*
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Minetest
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Copyright (C) 2014-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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Copyright (C) 2014-2018 paramat
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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 "mg_biome.h"
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#include "mg_decoration.h"
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#include "emerge.h"
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#include "server.h"
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#include "nodedef.h"
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#include "map.h" //for MMVManip
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#include "util/numeric.h"
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#include "porting.h"
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#include "settings.h"
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///////////////////////////////////////////////////////////////////////////////
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BiomeManager::BiomeManager(Server *server) :
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ObjDefManager(server, OBJDEF_BIOME)
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{
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m_server = server;
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// Create default biome to be used in case none exist
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Biome *b = new Biome;
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b->name = "default";
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b->flags = 0;
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b->depth_top = 0;
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b->depth_filler = -MAX_MAP_GENERATION_LIMIT;
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b->depth_water_top = 0;
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b->depth_riverbed = 0;
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b->min_pos = v3s16(-MAX_MAP_GENERATION_LIMIT,
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-MAX_MAP_GENERATION_LIMIT, -MAX_MAP_GENERATION_LIMIT);
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b->max_pos = v3s16(MAX_MAP_GENERATION_LIMIT,
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MAX_MAP_GENERATION_LIMIT, MAX_MAP_GENERATION_LIMIT);
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b->heat_point = 0.0;
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b->humidity_point = 0.0;
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b->vertical_blend = 0;
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b->m_nodenames.emplace_back("mapgen_stone");
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b->m_nodenames.emplace_back("mapgen_stone");
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b->m_nodenames.emplace_back("mapgen_stone");
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b->m_nodenames.emplace_back("mapgen_water_source");
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b->m_nodenames.emplace_back("mapgen_water_source");
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b->m_nodenames.emplace_back("mapgen_river_water_source");
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b->m_nodenames.emplace_back("mapgen_stone");
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b->m_nodenames.emplace_back("ignore");
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b->m_nodenames.emplace_back("ignore");
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b->m_nnlistsizes.push_back(1);
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b->m_nodenames.emplace_back("ignore");
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b->m_nodenames.emplace_back("ignore");
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b->m_nodenames.emplace_back("ignore");
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m_ndef->pendNodeResolve(b);
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add(b);
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}
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void BiomeManager::clear()
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{
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EmergeManager *emerge = m_server->getEmergeManager();
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// Remove all dangling references in Decorations
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DecorationManager *decomgr = emerge->getWritableDecorationManager();
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for (size_t i = 0; i != decomgr->getNumObjects(); i++) {
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Decoration *deco = (Decoration *)decomgr->getRaw(i);
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deco->biomes.clear();
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}
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// Don't delete the first biome
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for (size_t i = 1; i < m_objects.size(); i++)
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delete (Biome *)m_objects[i];
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m_objects.resize(1);
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}
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BiomeManager *BiomeManager::clone() const
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{
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auto mgr = new BiomeManager();
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assert(mgr);
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ObjDefManager::cloneTo(mgr);
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mgr->m_server = m_server;
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return mgr;
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}
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// For BiomeGen type 'BiomeGenOriginal'
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float BiomeManager::getHeatAtPosOriginal(v3s16 pos, NoiseParams &np_heat,
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NoiseParams &np_heat_blend, u64 seed) const
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{
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return
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NoisePerlin2D(&np_heat, pos.X, pos.Z, seed) +
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NoisePerlin2D(&np_heat_blend, pos.X, pos.Z, seed);
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}
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// For BiomeGen type 'BiomeGenOriginal'
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float BiomeManager::getHumidityAtPosOriginal(v3s16 pos, NoiseParams &np_humidity,
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NoiseParams &np_humidity_blend, u64 seed) const
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{
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return
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NoisePerlin2D(&np_humidity, pos.X, pos.Z, seed) +
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NoisePerlin2D(&np_humidity_blend, pos.X, pos.Z, seed);
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}
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// For BiomeGen type 'BiomeGenOriginal'
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const Biome *BiomeManager::getBiomeFromNoiseOriginal(float heat,
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float humidity, v3s16 pos) const
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{
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Biome *biome_closest = nullptr;
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Biome *biome_closest_blend = nullptr;
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float dist_min = FLT_MAX;
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float dist_min_blend = FLT_MAX;
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for (size_t i = 1; i < getNumObjects(); i++) {
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Biome *b = (Biome *)getRaw(i);
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if (!b ||
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pos.Y < b->min_pos.Y || pos.Y > b->max_pos.Y + b->vertical_blend ||
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pos.X < b->min_pos.X || pos.X > b->max_pos.X ||
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pos.Z < b->min_pos.Z || pos.Z > b->max_pos.Z)
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continue;
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float d_heat = heat - b->heat_point;
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float d_humidity = humidity - b->humidity_point;
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float dist = (d_heat * d_heat) + (d_humidity * d_humidity);
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if (pos.Y <= b->max_pos.Y) { // Within y limits of biome b
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if (dist < dist_min) {
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dist_min = dist;
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biome_closest = b;
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}
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} else if (dist < dist_min_blend) { // Blend area above biome b
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dist_min_blend = dist;
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biome_closest_blend = b;
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}
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}
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const u64 seed = pos.Y + (heat + humidity) * 0.9f;
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PcgRandom rng(seed);
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if (biome_closest_blend && dist_min_blend <= dist_min &&
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rng.range(0, biome_closest_blend->vertical_blend) >=
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pos.Y - biome_closest_blend->max_pos.Y)
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return biome_closest_blend;
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return (biome_closest) ? biome_closest : (Biome *)getRaw(BIOME_NONE);
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}
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////////////////////////////////////////////////////////////////////////////////
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void BiomeParamsOriginal::readParams(const Settings *settings)
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{
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settings->getNoiseParams("mg_biome_np_heat", np_heat);
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settings->getNoiseParams("mg_biome_np_heat_blend", np_heat_blend);
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settings->getNoiseParams("mg_biome_np_humidity", np_humidity);
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settings->getNoiseParams("mg_biome_np_humidity_blend", np_humidity_blend);
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}
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void BiomeParamsOriginal::writeParams(Settings *settings) const
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{
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settings->setNoiseParams("mg_biome_np_heat", np_heat);
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settings->setNoiseParams("mg_biome_np_heat_blend", np_heat_blend);
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settings->setNoiseParams("mg_biome_np_humidity", np_humidity);
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settings->setNoiseParams("mg_biome_np_humidity_blend", np_humidity_blend);
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}
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////////////////////////////////////////////////////////////////////////////////
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BiomeGenOriginal::BiomeGenOriginal(BiomeManager *biomemgr,
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BiomeParamsOriginal *params, v3s16 chunksize)
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{
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m_bmgr = biomemgr;
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m_params = params;
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m_csize = chunksize;
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noise_heat = new Noise(¶ms->np_heat,
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params->seed, m_csize.X, m_csize.Z);
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noise_humidity = new Noise(¶ms->np_humidity,
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params->seed, m_csize.X, m_csize.Z);
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noise_heat_blend = new Noise(¶ms->np_heat_blend,
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params->seed, m_csize.X, m_csize.Z);
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noise_humidity_blend = new Noise(¶ms->np_humidity_blend,
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params->seed, m_csize.X, m_csize.Z);
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heatmap = noise_heat->result;
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humidmap = noise_humidity->result;
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biomemap = new biome_t[m_csize.X * m_csize.Z];
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// Initialise with the ID of 'BIOME_NONE' so that cavegen can get the
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// fallback biome when biome generation (which calculates the biomemap IDs)
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// is disabled.
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memset(biomemap, 0, sizeof(biome_t) * m_csize.X * m_csize.Z);
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}
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BiomeGenOriginal::~BiomeGenOriginal()
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{
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delete []biomemap;
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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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}
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// Only usable in a mapgen thread
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Biome *BiomeGenOriginal::calcBiomeAtPoint(v3s16 pos) const
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{
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float heat =
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NoisePerlin2D(&m_params->np_heat, pos.X, pos.Z, m_params->seed) +
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NoisePerlin2D(&m_params->np_heat_blend, pos.X, pos.Z, m_params->seed);
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float humidity =
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NoisePerlin2D(&m_params->np_humidity, pos.X, pos.Z, m_params->seed) +
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NoisePerlin2D(&m_params->np_humidity_blend, pos.X, pos.Z, m_params->seed);
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return calcBiomeFromNoise(heat, humidity, pos);
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}
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void BiomeGenOriginal::calcBiomeNoise(v3s16 pmin)
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{
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m_pmin = pmin;
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noise_heat->perlinMap2D(pmin.X, pmin.Z);
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noise_humidity->perlinMap2D(pmin.X, pmin.Z);
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noise_heat_blend->perlinMap2D(pmin.X, pmin.Z);
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noise_humidity_blend->perlinMap2D(pmin.X, pmin.Z);
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for (s32 i = 0; i < m_csize.X * m_csize.Z; i++) {
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noise_heat->result[i] += noise_heat_blend->result[i];
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noise_humidity->result[i] += noise_humidity_blend->result[i];
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}
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}
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biome_t *BiomeGenOriginal::getBiomes(s16 *heightmap, v3s16 pmin)
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{
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for (s16 zr = 0; zr < m_csize.Z; zr++)
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for (s16 xr = 0; xr < m_csize.X; xr++) {
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s32 i = zr * m_csize.X + xr;
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Biome *biome = calcBiomeFromNoise(
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noise_heat->result[i],
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noise_humidity->result[i],
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v3s16(pmin.X + xr, heightmap[i], pmin.Z + zr));
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biomemap[i] = biome->index;
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}
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return biomemap;
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}
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Biome *BiomeGenOriginal::getBiomeAtPoint(v3s16 pos) const
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{
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return getBiomeAtIndex(
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(pos.Z - m_pmin.Z) * m_csize.X + (pos.X - m_pmin.X),
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pos);
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}
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Biome *BiomeGenOriginal::getBiomeAtIndex(size_t index, v3s16 pos) const
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{
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return calcBiomeFromNoise(
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noise_heat->result[index],
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noise_humidity->result[index],
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pos);
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}
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Biome *BiomeGenOriginal::calcBiomeFromNoise(float heat, float humidity, v3s16 pos) const
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{
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Biome *biome_closest = nullptr;
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Biome *biome_closest_blend = nullptr;
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float dist_min = FLT_MAX;
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float dist_min_blend = FLT_MAX;
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for (size_t i = 1; i < m_bmgr->getNumObjects(); i++) {
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Biome *b = (Biome *)m_bmgr->getRaw(i);
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if (!b ||
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pos.Y < b->min_pos.Y || pos.Y > b->max_pos.Y + b->vertical_blend ||
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pos.X < b->min_pos.X || pos.X > b->max_pos.X ||
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pos.Z < b->min_pos.Z || pos.Z > b->max_pos.Z)
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continue;
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float d_heat = heat - b->heat_point;
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float d_humidity = humidity - b->humidity_point;
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float dist = (d_heat * d_heat) + (d_humidity * d_humidity);
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if (pos.Y <= b->max_pos.Y) { // Within y limits of biome b
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if (dist < dist_min) {
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dist_min = dist;
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biome_closest = b;
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}
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} else if (dist < dist_min_blend) { // Blend area above biome b
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dist_min_blend = dist;
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biome_closest_blend = b;
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}
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}
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// Carefully tune pseudorandom seed variation to avoid single node dither
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// and create larger scale blending patterns similar to horizontal biome
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// blend.
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const u64 seed = pos.Y + (heat + humidity) * 0.9f;
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PcgRandom rng(seed);
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if (biome_closest_blend && dist_min_blend <= dist_min &&
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rng.range(0, biome_closest_blend->vertical_blend) >=
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pos.Y - biome_closest_blend->max_pos.Y)
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return biome_closest_blend;
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return (biome_closest) ? biome_closest : (Biome *)m_bmgr->getRaw(BIOME_NONE);
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}
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////////////////////////////////////////////////////////////////////////////////
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ObjDef *Biome::clone() const
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{
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auto obj = new Biome();
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ObjDef::cloneTo(obj);
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NodeResolver::cloneTo(obj);
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obj->flags = flags;
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obj->c_top = c_top;
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obj->c_filler = c_filler;
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obj->c_stone = c_stone;
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obj->c_water_top = c_water_top;
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obj->c_water = c_water;
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obj->c_river_water = c_river_water;
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obj->c_riverbed = c_riverbed;
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obj->c_dust = c_dust;
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obj->c_cave_liquid = c_cave_liquid;
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obj->c_dungeon = c_dungeon;
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obj->c_dungeon_alt = c_dungeon_alt;
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obj->c_dungeon_stair = c_dungeon_stair;
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obj->depth_top = depth_top;
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obj->depth_filler = depth_filler;
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obj->depth_water_top = depth_water_top;
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obj->depth_riverbed = depth_riverbed;
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obj->min_pos = min_pos;
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obj->max_pos = max_pos;
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obj->heat_point = heat_point;
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obj->humidity_point = humidity_point;
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obj->vertical_blend = vertical_blend;
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return obj;
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}
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void Biome::resolveNodeNames()
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{
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getIdFromNrBacklog(&c_top, "mapgen_stone", CONTENT_AIR, false);
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getIdFromNrBacklog(&c_filler, "mapgen_stone", CONTENT_AIR, false);
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getIdFromNrBacklog(&c_stone, "mapgen_stone", CONTENT_AIR, false);
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getIdFromNrBacklog(&c_water_top, "mapgen_water_source", CONTENT_AIR, false);
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getIdFromNrBacklog(&c_water, "mapgen_water_source", CONTENT_AIR, false);
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getIdFromNrBacklog(&c_river_water, "mapgen_river_water_source", CONTENT_AIR, false);
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getIdFromNrBacklog(&c_riverbed, "mapgen_stone", CONTENT_AIR, false);
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getIdFromNrBacklog(&c_dust, "ignore", CONTENT_IGNORE, false);
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getIdsFromNrBacklog(&c_cave_liquid);
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getIdFromNrBacklog(&c_dungeon, "ignore", CONTENT_IGNORE, false);
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getIdFromNrBacklog(&c_dungeon_alt, "ignore", CONTENT_IGNORE, false);
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getIdFromNrBacklog(&c_dungeon_stair, "ignore", CONTENT_IGNORE, false);
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}
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