forked from Mirrorlandia_minetest/minetest
0b23253447
Previously the only way to disable biomes was to 'clear' the registered biomes in a mod, but this method causes large amounts of unnecessary processing: 1. Calculation of 4 2D noises. 2. Looping through all nodes of a mapchunk replacing nodes with identical nodes. The new flag disables those operations.
571 lines
20 KiB
C++
571 lines
20 KiB
C++
/*
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Minetest
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Copyright (C) 2016-2018 Duane Robertson <duane@duanerobertson.com>
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Copyright (C) 2016-2018 paramat
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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 "nodedef.h"
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#include "voxelalgorithms.h"
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//#include "profiler.h" // For TimeTaker
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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 "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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#include <cmath>
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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,
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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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m_bgen = (BiomeGenOriginal *)biomegen;
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BiomeParamsOriginal *bp = (BiomeParamsOriginal *)params->bparams;
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spflags = params->spflags;
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altitude_chill = params->altitude_chill;
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river_depth_bed = params->river_depth + 1.0f;
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river_size_factor = params->river_size / 100.0f;
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cave_width = params->cave_width;
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large_cave_depth = params->large_cave_depth;
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lava_depth = params->lava_depth;
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cavern_limit = params->cavern_limit;
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cavern_taper = params->cavern_taper;
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cavern_threshold = params->cavern_threshold;
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dungeon_ymin = params->dungeon_ymin;
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dungeon_ymax = params->dungeon_ymax;
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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,
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seed, csize.X, csize.Y + 2, csize.Z);
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// 1-down overgeneraion
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MapgenBasic::np_cave1 = params->np_cave1;
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MapgenBasic::np_cave2 = params->np_cave2;
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MapgenBasic::np_cavern = params->np_cavern;
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humid_rivers = (spflags & MGVALLEYS_HUMID_RIVERS);
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use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL);
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humidity_adjust = bp->np_humidity.offset - 50.0f;
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}
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MapgenValleys::~MapgenValleys()
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{
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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_terrain_height;
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delete noise_valley_depth;
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delete noise_valley_profile;
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}
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MapgenValleysParams::MapgenValleysParams():
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np_filler_depth (0.0, 1.2, v3f(256, 256, 256), 1605, 3, 0.5, 2.0),
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np_inter_valley_fill (0.0, 1.0, v3f(256, 512, 256), 1993, 6, 0.8, 2.0),
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np_inter_valley_slope (0.5, 0.5, v3f(128, 128, 128), 746, 1, 1.0, 2.0),
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np_rivers (0.0, 1.0, v3f(256, 256, 256), -6050, 5, 0.6, 2.0),
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np_terrain_height (-10.0, 50.0, v3f(1024, 1024, 1024), 5202, 6, 0.4, 2.0),
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np_valley_depth (5.0, 4.0, v3f(512, 512, 512), -1914, 1, 1.0, 2.0),
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np_valley_profile (0.6, 0.50, v3f(512, 512, 512), 777, 1, 1.0, 2.0),
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np_cave1 (0.0, 12.0, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
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np_cave2 (0.0, 12.0, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
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np_cavern (0.0, 1.0, v3f(768, 256, 768), 59033, 6, 0.63, 2.0)
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{
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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->getS16NoEx("mgvalleys_lava_depth", lava_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->getFloatNoEx("mgvalleys_cave_width", cave_width);
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settings->getS16NoEx("mgvalleys_cavern_limit", cavern_limit);
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settings->getS16NoEx("mgvalleys_cavern_taper", cavern_taper);
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settings->getFloatNoEx("mgvalleys_cavern_threshold", cavern_threshold);
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settings->getS16NoEx("mgvalleys_dungeon_ymin", dungeon_ymin);
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settings->getS16NoEx("mgvalleys_dungeon_ymax", dungeon_ymax);
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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_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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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_cavern", np_cavern);
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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->setS16("mgvalleys_lava_depth", lava_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->setFloat("mgvalleys_cave_width", cave_width);
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settings->setS16("mgvalleys_cavern_limit", cavern_limit);
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settings->setS16("mgvalleys_cavern_taper", cavern_taper);
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settings->setFloat("mgvalleys_cavern_threshold", cavern_threshold);
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settings->setS16("mgvalleys_dungeon_ymin", dungeon_ymin);
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settings->setS16("mgvalleys_dungeon_ymax", dungeon_ymax);
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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_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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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_cavern", np_cavern);
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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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//TimeTaker t("makeChunk");
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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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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 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 noise maps and base terrain height.
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// Modify heat and humidity maps.
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calculateNoise();
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// Generate base terrain with initial heightmaps
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s16 stone_surface_max_y = generateTerrain();
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// Recalculate heightmap
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updateHeightmap(node_min, node_max);
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// Place biome-specific nodes and build biomemap
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if (flags & MG_BIOMES)
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generateBiomes();
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// Generate tunnels, caverns and large randomwalk caves
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if (flags & MG_CAVES) {
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// Generate tunnels first as caverns confuse them
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generateCavesNoiseIntersection(stone_surface_max_y);
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// Generate caverns
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bool near_cavern = generateCavernsNoise(stone_surface_max_y);
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// Generate large randomwalk caves
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if (near_cavern)
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// Disable large randomwalk caves in this mapchunk by setting
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// 'large cave depth' to world base. Avoids excessive liquid in
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// large caverns and floating blobs of overgenerated liquid.
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generateCavesRandomWalk(stone_surface_max_y,
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-MAX_MAP_GENERATION_LIMIT);
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else
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generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
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}
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// Dungeon creation
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if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
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full_node_max.Y <= dungeon_ymax)
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generateDungeons(stone_surface_max_y);
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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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if (flags & MG_BIOMES)
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dustTopNodes();
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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(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
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full_node_min, full_node_max);
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this->generating = false;
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//printf("makeChunk: %lums\n", t.stop());
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}
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void MapgenValleys::calculateNoise()
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{
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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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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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float heat_offset = 0.0f;
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float humidity_scale = 1.0f;
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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 = 5.0f;
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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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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 are passed
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// 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 is basically the
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// 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 number that represents
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// the height of terrain over rivers and is used to determine how close
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// 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 which is used to get
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// terrain height in the slow 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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float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
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{
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// The square function changes the behaviour of this noise: very often
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// 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 are
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// deep (mountains). base represents the height of the rivers, most of the
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// 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
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float river = std::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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// "valley" represents the height of the terrain, from the rivers.
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float tv = std::fmax(river / tn->valley_profile, 0.0f);
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*tn->valley = valley_d * (1.0f - std::exp(-MYSQUARE(tv)));
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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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// Base ground is returned as rivers since it's basically the water table.
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*tn->rivers = base;
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// Rivers are placed where "river" is negative, so where the original noise
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// value is close to zero.
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if (river < 0.0f) {
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// Use the the function -sqrt(1-x^2) which models a circle
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float tr = river / river_size_factor + 1.0f;
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float depth = (river_depth_bed *
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std::sqrt(std::fmax(0.0f, 1.0f - MYSQUARE(tr))));
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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 =
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std::fmin(std::fmax(base - depth, (float)(water_level - 3)), mount);
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// Slope has no influence on rivers
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*tn->slope = 0.0f;
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}
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return mount;
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}
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// This avoids duplicating the code in terrainLevelFromNoise, adding only the
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// final step of terrain generation without a noise map.
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float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn)
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{
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float mount = terrainLevelFromNoise(tn);
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s16 y_start = myround(mount);
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for (s16 y = y_start; y <= y_start + 1000; y++) {
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float fill =
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NoisePerlin3D(&noise_inter_valley_fill->np, tn->x, y, tn->z, seed);
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if (fill * *tn->slope < y - mount) {
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mount = std::fmax((float)(y - 1), mount);
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break;
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}
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}
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return mount;
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}
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int MapgenValleys::getSpawnLevelAtPoint(v2s16 p)
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{
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// Check if in a river
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float rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed);
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if (std::fabs(rivers) < river_size_factor)
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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s16 level_at_point = terrainLevelAtPoint(p.X, p.Y);
|
|
if (level_at_point <= water_level ||
|
|
level_at_point > water_level + 16)
|
|
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
|
|
|
|
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 = 0.0f;
|
|
|
|
return adjustedTerrainLevelFromNoise(&tn);
|
|
}
|
|
|
|
|
|
int MapgenValleys::generateTerrain()
|
|
{
|
|
// Raising this reduces the rate of evaporation
|
|
static const float evaporation = 300.0f;
|
|
static const float humidity_dropoff = 4.0f;
|
|
// Constant to convert altitude chill to heat
|
|
static const float alt_to_heat = 20.0f;
|
|
// Humidity reduction by altitude
|
|
static const float alt_to_humid = 10.0f;
|
|
|
|
MapNode n_air(CONTENT_AIR);
|
|
MapNode n_river_water(c_river_water_source);
|
|
MapNode n_stone(c_stone);
|
|
MapNode n_water(c_water_source);
|
|
|
|
const 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 = std::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 > 0.0f || river_y > 0.0f))
|
|
t_heat -= alt_to_heat *
|
|
std::fmax(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] - 50.0f;
|
|
if (delta < 0.0f) {
|
|
float t_evap = (t_heat - 32.0f) / evaporation;
|
|
river_y += delta * std::fmax(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);
|
|
|
|
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 < river_y - 1;
|
|
|
|
if (slope * fill > surface_delta) {
|
|
vm->m_data[index_data] = n_stone; // Stone
|
|
if (y > heightmap[index_2d])
|
|
heightmap[index_2d] = y;
|
|
if (y > surface_max_y)
|
|
surface_max_y = y;
|
|
} else if (y <= water_level) {
|
|
vm->m_data[index_data] = n_water; // Water
|
|
} else if (river) {
|
|
vm->m_data[index_data] = n_river_water; // River water
|
|
} else {
|
|
vm->m_data[index_data] = n_air; // Air
|
|
}
|
|
}
|
|
|
|
VoxelArea::add_y(em, index_data, 1);
|
|
index_3d += ystride;
|
|
}
|
|
|
|
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 = std::fmax(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 *= 1.0f + std::pow(0.5f, std::fmax(water_depth, 1.0f));
|
|
|
|
// Reduce humidity with altitude (ignoring riverbeds)
|
|
if (t_alt > 0.0f)
|
|
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 = std::fmax(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 > 0.0f)
|
|
m_bgen->heatmap[index_2d] -=
|
|
alt_to_heat * t_alt / altitude_chill;
|
|
}
|
|
}
|
|
|
|
return surface_max_y;
|
|
}
|