minetest/src/mapgen/mapgen_carpathian.cpp

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/*
Minetest
Copyright (C) 2017-2018 vlapsley, Vaughan Lapsley <vlapsley@gmail.com>
Copyright (C) 2010-2018 paramat
Copyright (C) 2010-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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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 <cmath>
#include "mapgen.h"
#include "voxel.h"
#include "noise.h"
#include "mapblock.h"
#include "mapnode.h"
#include "map.h"
#include "content_sao.h"
#include "nodedef.h"
#include "voxelalgorithms.h"
//#include "profiler.h" // For TimeTaker
#include "settings.h" // For g_settings
#include "emerge.h"
#include "dungeongen.h"
#include "cavegen.h"
#include "mg_biome.h"
#include "mg_ore.h"
#include "mg_decoration.h"
#include "mapgen_carpathian.h"
FlagDesc flagdesc_mapgen_carpathian[] = {
{"caverns", MGCARPATHIAN_CAVERNS},
{NULL, 0}
};
///////////////////////////////////////////////////////////////////////////////
MapgenCarpathian::MapgenCarpathian(
int mapgenid, MapgenCarpathianParams *params, EmergeManager *emerge)
: MapgenBasic(mapgenid, params, emerge)
{
spflags = params->spflags;
cave_width = params->cave_width;
large_cave_depth = params->large_cave_depth;
lava_depth = params->lava_depth;
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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;
grad_wl = 1 - water_level;
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//// 2D Terrain noise
noise_base = new Noise(&params->np_base, seed, csize.X, csize.Z);
noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
noise_height1 = new Noise(&params->np_height1, seed, csize.X, csize.Z);
noise_height2 = new Noise(&params->np_height2, seed, csize.X, csize.Z);
noise_height3 = new Noise(&params->np_height3, seed, csize.X, csize.Z);
noise_height4 = new Noise(&params->np_height4, seed, csize.X, csize.Z);
noise_hills_terrain = new Noise(&params->np_hills_terrain, seed, csize.X, csize.Z);
noise_ridge_terrain = new Noise(&params->np_ridge_terrain, seed, csize.X, csize.Z);
noise_step_terrain = new Noise(&params->np_step_terrain, seed, csize.X, csize.Z);
noise_hills = new Noise(&params->np_hills, seed, csize.X, csize.Z);
noise_ridge_mnt = new Noise(&params->np_ridge_mnt, seed, csize.X, csize.Z);
noise_step_mnt = new Noise(&params->np_step_mnt, seed, csize.X, csize.Z);
//// 3D terrain noise
// 1 up 1 down overgeneration
noise_mnt_var = new Noise(&params->np_mnt_var, seed, csize.X, csize.Y + 2, csize.Z);
//// Cave noise
MapgenBasic::np_cave1 = params->np_cave1;
MapgenBasic::np_cave2 = params->np_cave2;
MapgenBasic::np_cavern = params->np_cavern;
}
MapgenCarpathian::~MapgenCarpathian()
{
delete noise_base;
delete noise_filler_depth;
delete noise_height1;
delete noise_height2;
delete noise_height3;
delete noise_height4;
delete noise_hills_terrain;
delete noise_ridge_terrain;
delete noise_step_terrain;
delete noise_hills;
delete noise_ridge_mnt;
delete noise_step_mnt;
delete noise_mnt_var;
}
MapgenCarpathianParams::MapgenCarpathianParams():
np_base (12, 1, v3f(2557, 2557, 2557), 6538, 4, 0.8, 0.5),
np_filler_depth (0, 1, v3f(128, 128, 128), 261, 3, 0.7, 2.0),
np_height1 (0, 5, v3f(251, 251, 251), 9613, 5, 0.5, 2.0),
np_height2 (0, 5, v3f(383, 383, 383), 1949, 5, 0.5, 2.0),
np_height3 (0, 5, v3f(509, 509, 509), 3211, 5, 0.5, 2.0),
np_height4 (0, 5, v3f(631, 631, 631), 1583, 5, 0.5, 2.0),
np_hills_terrain (1, 1, v3f(1301, 1301, 1301), 1692, 5, 0.5, 2.0),
np_ridge_terrain (1, 1, v3f(1889, 1889, 1889), 3568, 5, 0.5, 2.0),
np_step_terrain (1, 1, v3f(1889, 1889, 1889), 4157, 5, 0.5, 2.0),
np_hills (0, 3, v3f(257, 257, 257), 6604, 6, 0.5, 2.0),
np_ridge_mnt (0, 12, v3f(743, 743, 743), 5520, 6, 0.7, 2.0),
np_step_mnt (0, 8, v3f(509, 509, 509), 2590, 6, 0.6, 2.0),
np_mnt_var (0, 1, v3f(499, 499, 499), 2490, 5, 0.55, 2.0),
np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
np_cavern (0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0)
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{
}
void MapgenCarpathianParams::readParams(const Settings *settings)
{
settings->getFlagStrNoEx("mgcarpathian_spflags", spflags, flagdesc_mapgen_carpathian);
settings->getFloatNoEx("mgcarpathian_cave_width", cave_width);
settings->getS16NoEx("mgcarpathian_large_cave_depth", large_cave_depth);
settings->getS16NoEx("mgcarpathian_lava_depth", lava_depth);
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settings->getS16NoEx("mgcarpathian_cavern_limit", cavern_limit);
settings->getS16NoEx("mgcarpathian_cavern_taper", cavern_taper);
settings->getFloatNoEx("mgcarpathian_cavern_threshold", cavern_threshold);
settings->getS16NoEx("mgcarpathian_dungeon_ymin", dungeon_ymin);
settings->getS16NoEx("mgcarpathian_dungeon_ymax", dungeon_ymax);
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settings->getNoiseParams("mgcarpathian_np_base", np_base);
settings->getNoiseParams("mgcarpathian_np_filler_depth", np_filler_depth);
settings->getNoiseParams("mgcarpathian_np_height1", np_height1);
settings->getNoiseParams("mgcarpathian_np_height2", np_height2);
settings->getNoiseParams("mgcarpathian_np_height3", np_height3);
settings->getNoiseParams("mgcarpathian_np_height4", np_height4);
settings->getNoiseParams("mgcarpathian_np_hills_terrain", np_hills_terrain);
settings->getNoiseParams("mgcarpathian_np_ridge_terrain", np_ridge_terrain);
settings->getNoiseParams("mgcarpathian_np_step_terrain", np_step_terrain);
settings->getNoiseParams("mgcarpathian_np_hills", np_hills);
settings->getNoiseParams("mgcarpathian_np_ridge_mnt", np_ridge_mnt);
settings->getNoiseParams("mgcarpathian_np_step_mnt", np_step_mnt);
settings->getNoiseParams("mgcarpathian_np_mnt_var", np_mnt_var);
settings->getNoiseParams("mgcarpathian_np_cave1", np_cave1);
settings->getNoiseParams("mgcarpathian_np_cave2", np_cave2);
settings->getNoiseParams("mgcarpathian_np_cavern", np_cavern);
}
void MapgenCarpathianParams::writeParams(Settings *settings) const
{
settings->setFlagStr("mgcarpathian_spflags", spflags, flagdesc_mapgen_carpathian, U32_MAX);
settings->setFloat("mgcarpathian_cave_width", cave_width);
settings->setS16("mgcarpathian_large_cave_depth", large_cave_depth);
settings->setS16("mgcarpathian_lava_depth", lava_depth);
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settings->setS16("mgcarpathian_cavern_limit", cavern_limit);
settings->setS16("mgcarpathian_cavern_taper", cavern_taper);
settings->setFloat("mgcarpathian_cavern_threshold", cavern_threshold);
settings->setS16("mgcarpathian_dungeon_ymin", dungeon_ymin);
settings->setS16("mgcarpathian_dungeon_ymax", dungeon_ymax);
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settings->setNoiseParams("mgcarpathian_np_base", np_base);
settings->setNoiseParams("mgcarpathian_np_filler_depth", np_filler_depth);
settings->setNoiseParams("mgcarpathian_np_height1", np_height1);
settings->setNoiseParams("mgcarpathian_np_height2", np_height2);
settings->setNoiseParams("mgcarpathian_np_height3", np_height3);
settings->setNoiseParams("mgcarpathian_np_height4", np_height4);
settings->setNoiseParams("mgcarpathian_np_hills_terrain", np_hills_terrain);
settings->setNoiseParams("mgcarpathian_np_ridge_terrain", np_ridge_terrain);
settings->setNoiseParams("mgcarpathian_np_step_terrain", np_step_terrain);
settings->setNoiseParams("mgcarpathian_np_hills", np_hills);
settings->setNoiseParams("mgcarpathian_np_ridge_mnt", np_ridge_mnt);
settings->setNoiseParams("mgcarpathian_np_step_mnt", np_step_mnt);
settings->setNoiseParams("mgcarpathian_np_mnt_var", np_mnt_var);
settings->setNoiseParams("mgcarpathian_np_cave1", np_cave1);
settings->setNoiseParams("mgcarpathian_np_cave2", np_cave2);
settings->setNoiseParams("mgcarpathian_np_cavern", np_cavern);
}
////////////////////////////////////////////////////////////////////////////////
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// Lerp function
inline float MapgenCarpathian::getLerp(float noise1, float noise2, float mod)
{
return noise1 + mod * (noise2 - noise1);
}
// Steps function
float MapgenCarpathian::getSteps(float noise)
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{
float w = 0.5f;
float k = std::floor(noise / w);
float f = (noise - k * w) / w;
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float s = std::fmin(2.f * f, 1.f);
return (k + s) * w;
}
////////////////////////////////////////////////////////////////////////////////
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void MapgenCarpathian::makeChunk(BlockMakeData *data)
{
// Pre-conditions
assert(data->vmanip);
assert(data->nodedef);
assert(data->blockpos_requested.X >= data->blockpos_min.X &&
data->blockpos_requested.Y >= data->blockpos_min.Y &&
data->blockpos_requested.Z >= data->blockpos_min.Z);
assert(data->blockpos_requested.X <= data->blockpos_max.X &&
data->blockpos_requested.Y <= data->blockpos_max.Y &&
data->blockpos_requested.Z <= data->blockpos_max.Z);
this->generating = true;
this->vm = data->vmanip;
this->ndef = data->nodedef;
v3s16 blockpos_min = data->blockpos_min;
v3s16 blockpos_max = data->blockpos_max;
node_min = blockpos_min * MAP_BLOCKSIZE;
node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
// Create a block-specific seed
blockseed = getBlockSeed2(full_node_min, seed);
// Generate terrain
s16 stone_surface_max_y = generateTerrain();
// Create heightmap
updateHeightmap(node_min, node_max);
// Init biome generator, place biome-specific nodes, and build biomemap
biomegen->calcBiomeNoise(node_min);
MgStoneType mgstone_type;
content_t biome_stone;
generateBiomes(&mgstone_type, &biome_stone);
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// Generate caverns, tunnels and classic caves
if (flags & MG_CAVES) {
bool has_cavern = false;
// Generate caverns
if (spflags & MGCARPATHIAN_CAVERNS)
has_cavern = generateCaverns(stone_surface_max_y);
// Generate tunnels and classic caves
if (has_cavern)
// Disable classic caves in this mapchunk by setting
// 'large cave depth' to world base. Avoids excessive liquid in
// large caverns and floating blobs of overgenerated liquid.
generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
else
generateCaves(stone_surface_max_y, large_cave_depth);
}
// Generate dungeons
if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
full_node_max.Y <= dungeon_ymax)
generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
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// Generate the registered decorations
if (flags & MG_DECORATIONS)
m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
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// Generate the registered ores
m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
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// Sprinkle some dust on top after everything else was generated
dustTopNodes();
// Update liquids
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
// Calculate lighting
if (flags & MG_LIGHT) {
calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
full_node_min, full_node_max);
}
this->generating = false;
}
////////////////////////////////////////////////////////////////////////////////
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int MapgenCarpathian::getSpawnLevelAtPoint(v2s16 p)
{
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
return level_at_point;
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}
float MapgenCarpathian::terrainLevelAtPoint(s16 x, s16 z)
{
float ground = NoisePerlin2D(&noise_base->np, x, z, seed);
float height1 = NoisePerlin2D(&noise_height1->np, x, z, seed);
float height2 = NoisePerlin2D(&noise_height2->np, x, z, seed);
float height3 = NoisePerlin2D(&noise_height3->np, x, z, seed);
float height4 = NoisePerlin2D(&noise_height4->np, x, z, seed);
float hter = NoisePerlin2D(&noise_hills_terrain->np, x, z, seed);
float rter = NoisePerlin2D(&noise_ridge_terrain->np, x, z, seed);
float ster = NoisePerlin2D(&noise_step_terrain->np, x, z, seed);
float n_hills = NoisePerlin2D(&noise_hills->np, x, z, seed);
float n_ridge_mnt = NoisePerlin2D(&noise_ridge_mnt->np, x, z, seed);
float n_step_mnt = NoisePerlin2D(&noise_step_mnt->np, x, z, seed);
int height = -MAX_MAP_GENERATION_LIMIT;
for (s16 y = 1; y <= 30; y++) {
float mnt_var = NoisePerlin3D(&noise_mnt_var->np, x, y, z, seed);
// Gradient & shallow seabed
s32 grad = (y < water_level) ? grad_wl + (water_level - y) * 3 : 1 - y;
// Hill/Mountain height (hilliness)
float hill1 = getLerp(height1, height2, mnt_var);
float hill2 = getLerp(height3, height4, mnt_var);
float hill3 = getLerp(height3, height2, mnt_var);
float hill4 = getLerp(height1, height4, mnt_var);
float hilliness =
std::fmax(std::fmin(hill1, hill2), std::fmin(hill3, hill4));
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// Rolling hills
float hill_mnt = hilliness * std::pow(n_hills, 2.f);
float hills = std::pow(hter, 3.f) * hill_mnt;
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// Ridged mountains
float ridge_mnt = hilliness * (1.f - std::fabs(n_ridge_mnt));
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float ridged_mountains = pow(rter, 3.f) * ridge_mnt;
// Step (terraced) mountains
float step_mnt = hilliness * getSteps(n_step_mnt);
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float step_mountains = pow(ster, 3.f) * step_mnt;
// Final terrain level
float mountains = hills + ridged_mountains + step_mountains;
float surface_level = ground + mountains + grad;
if (y > surface_level && height < 0)
height = y;
}
return height;
}
////////////////////////////////////////////////////////////////////////////////
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int MapgenCarpathian::generateTerrain()
{
MapNode mn_air(CONTENT_AIR);
MapNode mn_stone(c_stone);
MapNode mn_water(c_water_source);
// Calculate noise for terrain generation
noise_base->perlinMap2D(node_min.X, node_min.Z);
noise_height1->perlinMap2D(node_min.X, node_min.Z);
noise_height2->perlinMap2D(node_min.X, node_min.Z);
noise_height3->perlinMap2D(node_min.X, node_min.Z);
noise_height4->perlinMap2D(node_min.X, node_min.Z);
noise_hills_terrain->perlinMap2D(node_min.X, node_min.Z);
noise_ridge_terrain->perlinMap2D(node_min.X, node_min.Z);
noise_step_terrain->perlinMap2D(node_min.X, node_min.Z);
noise_hills->perlinMap2D(node_min.X, node_min.Z);
noise_ridge_mnt->perlinMap2D(node_min.X, node_min.Z);
noise_step_mnt->perlinMap2D(node_min.X, node_min.Z);
noise_mnt_var->perlinMap3D(node_min.X, node_min.Y - 1, 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++) {
// Base terrain
float ground = noise_base->result[index2d];
// Hill/Mountain height (hilliness)
float height1 = noise_height1->result[index2d];
float height2 = noise_height2->result[index2d];
float height3 = noise_height3->result[index2d];
float height4 = noise_height4->result[index2d];
// Rolling hills
float hterabs = std::fabs(noise_hills_terrain->result[index2d]);
float n_hills = noise_hills->result[index2d];
float hill_mnt = hterabs * hterabs * hterabs * n_hills * n_hills;
// Ridged mountains
float rterabs = std::fabs(noise_ridge_terrain->result[index2d]);
float n_ridge_mnt = noise_ridge_mnt->result[index2d];
float ridge_mnt = rterabs * rterabs * rterabs *
(1.f - std::fabs(n_ridge_mnt));
// Step (terraced) mountains
float sterabs = std::fabs(noise_step_terrain->result[index2d]);
float n_step_mnt = noise_step_mnt->result[index2d];
float step_mnt = sterabs * sterabs * sterabs * getSteps(n_step_mnt);
// Initialise 3D noise index and voxelmanip index to column base
u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1;
y++,
index3d += ystride,
VoxelArea::add_y(em, vi, 1)) {
if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
continue;
// Combine height noises and apply 3D variation
float mnt_var = noise_mnt_var->result[index3d];
float hill1 = getLerp(height1, height2, mnt_var);
float hill2 = getLerp(height3, height4, mnt_var);
float hill3 = getLerp(height3, height2, mnt_var);
float hill4 = getLerp(height1, height4, mnt_var);
// 'hilliness' determines whether hills/mountains are
// small or large
float hilliness =
std::fmax(std::fmin(hill1, hill2), std::fmin(hill3, hill4));
float hills = hill_mnt * hilliness;
float ridged_mountains = ridge_mnt * hilliness;
float step_mountains = step_mnt * hilliness;
// Gradient & shallow seabed
s32 grad = (y < water_level) ? grad_wl + (water_level - y) * 3 :
1 - y;
// Final terrain level
float mountains = hills + ridged_mountains + step_mountains;
float surface_level = ground + mountains + grad;
if (y < surface_level) {
vm->m_data[vi] = mn_stone; // Stone
if (y > stone_surface_max_y)
stone_surface_max_y = y;
} else if (y <= water_level) {
vm->m_data[vi] = mn_water; // Sea water
} else {
vm->m_data[vi] = mn_air; // Air
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}
}
}
return stone_surface_max_y;
}