minetest/src/mapgen/mapgen_v7.cpp

591 lines
21 KiB
C++

/*
Minetest
Copyright (C) 2014-2020 paramat
Copyright (C) 2013-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "mapgen.h"
#include <cmath>
#include "voxel.h"
#include "noise.h"
#include "mapblock.h"
#include "mapnode.h"
#include "map.h"
#include "nodedef.h"
#include "voxelalgorithms.h"
//#include "profiler.h" // For TimeTaker
#include "settings.h" // For g_settings
#include "emerge.h"
#include "dungeongen.h"
#include "cavegen.h"
#include "mg_biome.h"
#include "mg_ore.h"
#include "mg_decoration.h"
#include "mapgen_v7.h"
FlagDesc flagdesc_mapgen_v7[] = {
{"mountains", MGV7_MOUNTAINS},
{"ridges", MGV7_RIDGES},
{"floatlands", MGV7_FLOATLANDS},
{"caverns", MGV7_CAVERNS},
{NULL, 0}
};
////////////////////////////////////////////////////////////////////////////////
MapgenV7::MapgenV7(MapgenV7Params *params, EmergeParams *emerge)
: MapgenBasic(MAPGEN_V7, params, emerge)
{
spflags = params->spflags;
mount_zero_level = params->mount_zero_level;
floatland_ymin = params->floatland_ymin;
floatland_ymax = params->floatland_ymax;
floatland_taper = params->floatland_taper;
float_taper_exp = params->float_taper_exp;
floatland_density = params->floatland_density;
floatland_ywater = params->floatland_ywater;
cave_width = params->cave_width;
large_cave_depth = params->large_cave_depth;
small_cave_num_min = params->small_cave_num_min;
small_cave_num_max = params->small_cave_num_max;
large_cave_num_min = params->large_cave_num_min;
large_cave_num_max = params->large_cave_num_max;
large_cave_flooded = params->large_cave_flooded;
cavern_limit = params->cavern_limit;
cavern_taper = params->cavern_taper;
cavern_threshold = params->cavern_threshold;
dungeon_ymin = params->dungeon_ymin;
dungeon_ymax = params->dungeon_ymax;
// Allocate floatland noise offset cache
this->float_offset_cache = new float[csize.Y + 2];
// 2D noise
noise_terrain_base =
new Noise(&params->np_terrain_base, seed, csize.X, csize.Z);
noise_terrain_alt =
new Noise(&params->np_terrain_alt, seed, csize.X, csize.Z);
noise_terrain_persist =
new Noise(&params->np_terrain_persist, seed, csize.X, csize.Z);
noise_height_select =
new Noise(&params->np_height_select, seed, csize.X, csize.Z);
noise_filler_depth =
new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
if (spflags & MGV7_MOUNTAINS) {
// 2D noise
noise_mount_height =
new Noise(&params->np_mount_height, seed, csize.X, csize.Z);
// 3D noise, 1 up, 1 down overgeneration
noise_mountain =
new Noise(&params->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
}
if (spflags & MGV7_RIDGES) {
// 2D noise
noise_ridge_uwater =
new Noise(&params->np_ridge_uwater, seed, csize.X, csize.Z);
// 3D noise, 1 up, 1 down overgeneration
noise_ridge =
new Noise(&params->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
}
if (spflags & MGV7_FLOATLANDS) {
// 3D noise, 1 up, 1 down overgeneration
noise_floatland =
new Noise(&params->np_floatland, seed, csize.X, csize.Y + 2, csize.Z);
}
// 3D noise, 1 down overgeneration
MapgenBasic::np_cave1 = params->np_cave1;
MapgenBasic::np_cave2 = params->np_cave2;
MapgenBasic::np_cavern = params->np_cavern;
// 3D noise
MapgenBasic::np_dungeons = params->np_dungeons;
}
MapgenV7::~MapgenV7()
{
delete noise_terrain_base;
delete noise_terrain_alt;
delete noise_terrain_persist;
delete noise_height_select;
delete noise_filler_depth;
if (spflags & MGV7_MOUNTAINS) {
delete noise_mount_height;
delete noise_mountain;
}
if (spflags & MGV7_RIDGES) {
delete noise_ridge_uwater;
delete noise_ridge;
}
if (spflags & MGV7_FLOATLANDS) {
delete noise_floatland;
}
delete []float_offset_cache;
}
MapgenV7Params::MapgenV7Params():
np_terrain_base (4.0, 70.0, v3f(600, 600, 600), 82341, 5, 0.6, 2.0),
np_terrain_alt (4.0, 25.0, v3f(600, 600, 600), 5934, 5, 0.6, 2.0),
np_terrain_persist (0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0),
np_height_select (-8.0, 16.0, v3f(500, 500, 500), 4213, 6, 0.7, 2.0),
np_filler_depth (0.0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0),
np_mount_height (256.0, 112.0, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0),
np_ridge_uwater (0.0, 1.0, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0),
np_mountain (-0.6, 1.0, v3f(250, 350, 250), 5333, 5, 0.63, 2.0),
np_ridge (0.0, 1.0, v3f(100, 100, 100), 6467, 4, 0.75, 2.0),
np_floatland (0.0, 0.7, v3f(384, 96, 384), 1009, 4, 0.75, 1.618),
np_cavern (0.0, 1.0, v3f(384, 128, 384), 723, 5, 0.63, 2.0),
np_cave1 (0.0, 12.0, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
np_cave2 (0.0, 12.0, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
np_dungeons (0.9, 0.5, v3f(500, 500, 500), 0, 2, 0.8, 2.0)
{
}
void MapgenV7Params::readParams(const Settings *settings)
{
settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
settings->getS16NoEx("mgv7_mount_zero_level", mount_zero_level);
settings->getS16NoEx("mgv7_floatland_ymin", floatland_ymin);
settings->getS16NoEx("mgv7_floatland_ymax", floatland_ymax);
settings->getS16NoEx("mgv7_floatland_taper", floatland_taper);
settings->getFloatNoEx("mgv7_float_taper_exp", float_taper_exp);
settings->getFloatNoEx("mgv7_floatland_density", floatland_density);
settings->getS16NoEx("mgv7_floatland_ywater", floatland_ywater);
settings->getFloatNoEx("mgv7_cave_width", cave_width);
settings->getS16NoEx("mgv7_large_cave_depth", large_cave_depth);
settings->getU16NoEx("mgv7_small_cave_num_min", small_cave_num_min);
settings->getU16NoEx("mgv7_small_cave_num_max", small_cave_num_max);
settings->getU16NoEx("mgv7_large_cave_num_min", large_cave_num_min);
settings->getU16NoEx("mgv7_large_cave_num_max", large_cave_num_max);
settings->getFloatNoEx("mgv7_large_cave_flooded", large_cave_flooded);
settings->getS16NoEx("mgv7_cavern_limit", cavern_limit);
settings->getS16NoEx("mgv7_cavern_taper", cavern_taper);
settings->getFloatNoEx("mgv7_cavern_threshold", cavern_threshold);
settings->getS16NoEx("mgv7_dungeon_ymin", dungeon_ymin);
settings->getS16NoEx("mgv7_dungeon_ymax", dungeon_ymax);
settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
settings->getNoiseParams("mgv7_np_height_select", np_height_select);
settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
settings->getNoiseParams("mgv7_np_mountain", np_mountain);
settings->getNoiseParams("mgv7_np_ridge", np_ridge);
settings->getNoiseParams("mgv7_np_floatland", np_floatland);
settings->getNoiseParams("mgv7_np_cavern", np_cavern);
settings->getNoiseParams("mgv7_np_cave1", np_cave1);
settings->getNoiseParams("mgv7_np_cave2", np_cave2);
settings->getNoiseParams("mgv7_np_dungeons", np_dungeons);
}
void MapgenV7Params::writeParams(Settings *settings) const
{
settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7);
settings->setS16("mgv7_mount_zero_level", mount_zero_level);
settings->setS16("mgv7_floatland_ymin", floatland_ymin);
settings->setS16("mgv7_floatland_ymax", floatland_ymax);
settings->setS16("mgv7_floatland_taper", floatland_taper);
settings->setFloat("mgv7_float_taper_exp", float_taper_exp);
settings->setFloat("mgv7_floatland_density", floatland_density);
settings->setS16("mgv7_floatland_ywater", floatland_ywater);
settings->setFloat("mgv7_cave_width", cave_width);
settings->setS16("mgv7_large_cave_depth", large_cave_depth);
settings->setU16("mgv7_small_cave_num_min", small_cave_num_min);
settings->setU16("mgv7_small_cave_num_max", small_cave_num_max);
settings->setU16("mgv7_large_cave_num_min", large_cave_num_min);
settings->setU16("mgv7_large_cave_num_max", large_cave_num_max);
settings->setFloat("mgv7_large_cave_flooded", large_cave_flooded);
settings->setS16("mgv7_cavern_limit", cavern_limit);
settings->setS16("mgv7_cavern_taper", cavern_taper);
settings->setFloat("mgv7_cavern_threshold", cavern_threshold);
settings->setS16("mgv7_dungeon_ymin", dungeon_ymin);
settings->setS16("mgv7_dungeon_ymax", dungeon_ymax);
settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
settings->setNoiseParams("mgv7_np_height_select", np_height_select);
settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
settings->setNoiseParams("mgv7_np_mountain", np_mountain);
settings->setNoiseParams("mgv7_np_ridge", np_ridge);
settings->setNoiseParams("mgv7_np_floatland", np_floatland);
settings->setNoiseParams("mgv7_np_cavern", np_cavern);
settings->setNoiseParams("mgv7_np_cave1", np_cave1);
settings->setNoiseParams("mgv7_np_cave2", np_cave2);
settings->setNoiseParams("mgv7_np_dungeons", np_dungeons);
}
void MapgenV7Params::setDefaultSettings(Settings *settings)
{
settings->setDefault("mgv7_spflags", flagdesc_mapgen_v7,
MGV7_MOUNTAINS | MGV7_RIDGES | MGV7_CAVERNS);
}
////////////////////////////////////////////////////////////////////////////////
int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
{
// If rivers are enabled, first check if in a river
if (spflags & MGV7_RIDGES) {
float width = 0.2f;
float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) *
2.0f;
if (std::fabs(uwatern) <= width)
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
}
// Terrain noise 'offset' is the average level of that terrain.
// At least 50% of terrain will be below the higher of base and alt terrain
// 'offset's.
// Raising the maximum spawn level above 'water_level + 16' is necessary
// for when terrain 'offset's are set much higher than water_level.
s16 max_spawn_y = std::fmax(std::fmax(noise_terrain_alt->np.offset,
noise_terrain_base->np.offset),
water_level + 16);
// Base terrain calculation
s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
// If mountains are disabled, terrain level is base terrain level.
// Avoids mid-air spawn where mountain terrain would have been.
if (!(spflags & MGV7_MOUNTAINS)) {
if (y < water_level || y > max_spawn_y)
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
// y + 2 because y is surface level and due to biome 'dust'
return y + 2;
}
// Search upwards for first node without mountain terrain
int iters = 256;
while (iters > 0 && y <= max_spawn_y) {
if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) {
if (y <= water_level)
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
// y + 1 due to biome 'dust'
return y + 1;
}
y++;
iters--;
}
// Unsuitable spawn point
return MAX_MAP_GENERATION_LIMIT;
}
void MapgenV7::makeChunk(BlockMakeData *data)
{
// Pre-conditions
assert(data->vmanip);
assert(data->nodedef);
//TimeTaker t("makeChunk");
this->generating = true;
this->vm = data->vmanip;
this->ndef = data->nodedef;
v3s16 blockpos_min = data->blockpos_min;
v3s16 blockpos_max = data->blockpos_max;
node_min = blockpos_min * MAP_BLOCKSIZE;
node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
blockseed = getBlockSeed2(full_node_min, seed);
// Generate base and mountain terrain
s16 stone_surface_max_y = generateTerrain();
// Create heightmap
updateHeightmap(node_min, node_max);
// Init biome generator, place biome-specific nodes, and build biomemap
if (flags & MG_BIOMES) {
biomegen->calcBiomeNoise(node_min);
generateBiomes();
}
// Generate tunnels, caverns and large randomwalk caves
if (flags & MG_CAVES) {
// Generate tunnels first as caverns confuse them
generateCavesNoiseIntersection(stone_surface_max_y);
// Generate caverns
bool near_cavern = false;
if (spflags & MGV7_CAVERNS)
near_cavern = generateCavernsNoise(stone_surface_max_y);
// Generate large randomwalk caves
if (near_cavern)
// Disable large randomwalk caves in this mapchunk by setting
// 'large cave depth' to world base. Avoids excessive liquid in
// large caverns and floating blobs of overgenerated liquid.
generateCavesRandomWalk(stone_surface_max_y,
-MAX_MAP_GENERATION_LIMIT);
else
generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
}
// Generate the registered ores
if (flags & MG_ORES)
m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
// Generate dungeons
if (flags & MG_DUNGEONS)
generateDungeons(stone_surface_max_y);
// Generate the registered decorations
if (flags & MG_DECORATIONS)
m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
// Sprinkle some dust on top after everything else was generated
if (flags & MG_BIOMES)
dustTopNodes();
// Update liquids
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
// Calculate lighting
// Limit floatland shadows
bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
node_max.Y >= floatland_ymin - csize.Y * 2 && node_min.Y <= floatland_ymax);
if (flags & MG_LIGHT)
calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
full_node_min, full_node_max, propagate_shadow);
this->generating = false;
//printf("makeChunk: %lums\n", t.stop());
}
////////////////////////////////////////////////////////////////////////////////
float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
{
float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
hselect = rangelim(hselect, 0.0f, 1.0f);
float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
noise_terrain_base->np.persist = persist;
float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
noise_terrain_alt->np.persist = persist;
float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
if (height_alt > height_base)
return height_alt;
return (height_base * hselect) + (height_alt * (1.0f - hselect));
}
float MapgenV7::baseTerrainLevelFromMap(int index)
{
float hselect = rangelim(noise_height_select->result[index], 0.0f, 1.0f);
float height_base = noise_terrain_base->result[index];
float height_alt = noise_terrain_alt->result[index];
if (height_alt > height_base)
return height_alt;
return (height_base * hselect) + (height_alt * (1.0f - hselect));
}
bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
{
float mnt_h_n =
std::fmax(NoisePerlin2D(&noise_mount_height->np, x, z, seed), 1.0f);
float density_gradient = -((float)(y - mount_zero_level) / mnt_h_n);
float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
return mnt_n + density_gradient >= 0.0f;
}
bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
{
float mounthn = std::fmax(noise_mount_height->result[idx_xz], 1.0f);
float density_gradient = -((float)(y - mount_zero_level) / mounthn);
float mountn = noise_mountain->result[idx_xyz];
return mountn + density_gradient >= 0.0f;
}
bool MapgenV7::getRiverChannelFromMap(int idx_xyz, int idx_xz, s16 y)
{
// Maximum width of river channel. Creates the vertical canyon walls
float width = 0.2f;
float absuwatern = std::fabs(noise_ridge_uwater->result[idx_xz]) * 2.0f;
if (absuwatern > width)
return false;
float altitude = y - water_level;
float height_mod = (altitude + 17.0f) / 2.5f;
float width_mod = width - absuwatern;
float nridge = noise_ridge->result[idx_xyz] * std::fmax(altitude, 0.0f) / 7.0f;
return nridge + width_mod * height_mod >= 0.6f;
}
bool MapgenV7::getFloatlandTerrainFromMap(int idx_xyz, float float_offset)
{
return noise_floatland->result[idx_xyz] + floatland_density - float_offset >= 0.0f;
}
int MapgenV7::generateTerrain()
{
MapNode n_air(CONTENT_AIR);
MapNode n_stone(c_stone);
MapNode n_water(c_water_source);
//// Calculate noise for terrain generation
noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
float *persistmap = noise_terrain_persist->result;
noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
noise_height_select->perlinMap2D(node_min.X, node_min.Z);
if (spflags & MGV7_MOUNTAINS) {
noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
}
//// Floatlands
// 'Generate floatlands in this mapchunk' bool for
// simplification of condition checks in y-loop.
bool gen_floatlands = false;
u8 cache_index = 0;
// Y values where floatland tapering starts
s16 float_taper_ymax = floatland_ymax - floatland_taper;
s16 float_taper_ymin = floatland_ymin + floatland_taper;
if ((spflags & MGV7_FLOATLANDS) &&
node_max.Y >= floatland_ymin && node_min.Y <= floatland_ymax) {
gen_floatlands = true;
// Calculate noise for floatland generation
noise_floatland->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
// Cache floatland noise offset values, for floatland tapering
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++, cache_index++) {
float float_offset = 0.0f;
if (y > float_taper_ymax) {
float_offset = std::pow((y - float_taper_ymax) / (float)floatland_taper,
float_taper_exp) * 4.0f;
} else if (y < float_taper_ymin) {
float_offset = std::pow((float_taper_ymin - y) / (float)floatland_taper,
float_taper_exp) * 4.0f;
}
float_offset_cache[cache_index] = float_offset;
}
}
// 'Generate rivers in this mapchunk' bool for
// simplification of condition checks in y-loop.
bool gen_rivers = (spflags & MGV7_RIDGES) && node_max.Y >= water_level - 16 &&
!gen_floatlands;
if (gen_rivers) {
noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
}
//// Place nodes
const v3s16 &em = vm->m_area.getExtent();
s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
u32 index2d = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
s16 surface_y = baseTerrainLevelFromMap(index2d);
if (surface_y > stone_surface_max_y)
stone_surface_max_y = surface_y;
cache_index = 0;
u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1;
y++,
index3d += ystride,
VoxelArea::add_y(em, vi, 1),
cache_index++) {
if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
continue;
bool is_river_channel = gen_rivers &&
getRiverChannelFromMap(index3d, index2d, y);
if (y <= surface_y && !is_river_channel) {
vm->m_data[vi] = n_stone; // Base terrain
} else if ((spflags & MGV7_MOUNTAINS) &&
getMountainTerrainFromMap(index3d, index2d, y) &&
!is_river_channel) {
vm->m_data[vi] = n_stone; // Mountain terrain
if (y > stone_surface_max_y)
stone_surface_max_y = y;
} else if (gen_floatlands &&
getFloatlandTerrainFromMap(index3d,
float_offset_cache[cache_index])) {
vm->m_data[vi] = n_stone; // Floatland terrain
if (y > stone_surface_max_y)
stone_surface_max_y = y;
} else if (y <= water_level) { // Surface water
vm->m_data[vi] = n_water;
} else if (gen_floatlands && y >= float_taper_ymax && y <= floatland_ywater) {
vm->m_data[vi] = n_water; // Water for solid floatland layer only
} else {
vm->m_data[vi] = n_air; // Air
}
}
}
return stone_surface_max_y;
}