minetest/src/mapgen_valleys.cpp
Duane Robertson 80c7612e76 Mgvalleys: use standard caves
Replace simple caves with V5 caves, adding unpredictable water and lava
settings and massive caves based on subterrain. Remove fast terrain mode
and accompanying settings. Remove superfluous temperature/humidity
settings. Remove lava/water height setting. Fix errors in humidity
handling and remove humidity_break_point setting. Move cave noises to
generateCaves. Fix minor formatting/naming issues and use
MYMAX/MYMIN/myround.
2016-01-31 22:31:25 +00:00

947 lines
32 KiB
C++

/*
Minetest Valleys C
Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
Copyright (C) 2010-2015 paramat, Matt Gregory
Copyright (C) 2016 Duane Robertson <duane@duanerobertson.com>
Based on Valleys Mapgen by Gael de Sailly
(https://forum.minetest.net/viewtopic.php?f=9&t=11430)
and mapgen_v7, mapgen_flat by kwolekr and paramat.
Licensing changed by permission of Gael de Sailly.
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 "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 "settings.h" // For g_settings
#include "emerge.h"
#include "dungeongen.h"
#include "treegen.h"
#include "mg_biome.h"
#include "mg_ore.h"
#include "mg_decoration.h"
#include "mapgen_valleys.h"
#include "cavegen.h"
//#undef NDEBUG
//#include "assert.h"
//#include "util/timetaker.h"
//#include "profiler.h"
//static Profiler mapgen_prof;
//Profiler *mapgen_profiler = &mapgen_prof;
static FlagDesc flagdesc_mapgen_valleys[] = {
{"altitude_chill", MG_VALLEYS_ALT_CHILL},
{"humid_rivers", MG_VALLEYS_HUMID_RIVERS},
{NULL, 0}
};
///////////////////////////////////////////////////////////////////////////////
MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *emerge)
: Mapgen(mapgenid, params, emerge)
{
this->m_emerge = emerge;
this->bmgr = emerge->biomemgr;
//// amount of elements to skip for the next index
//// for noise/height/biome maps (not vmanip)
this->ystride = csize.X;
this->zstride = csize.X * (csize.Y + 2);
this->biomemap = new u8[csize.X * csize.Z];
this->heightmap = new s16[csize.X * csize.Z];
this->heatmap = NULL;
this->humidmap = NULL;
this->map_gen_limit = MYMIN(MAX_MAP_GENERATION_LIMIT,
g_settings->getU16("map_generation_limit"));
MapgenValleysParams *sp = (MapgenValleysParams *)params->sparams;
this->spflags = sp->spflags;
this->humid_rivers = (spflags & MG_VALLEYS_HUMID_RIVERS);
this->use_altitude_chill = (spflags & MG_VALLEYS_ALT_CHILL);
this->altitude_chill = sp->altitude_chill;
this->humidity_adjust = params->np_biome_humidity.offset - 50.f;
this->large_cave_depth = sp->large_cave_depth;
this->lava_features_lim = rangelim(sp->lava_features, 0, 10);
this->massive_cave_depth = sp->massive_cave_depth;
this->river_depth_bed = sp->river_depth + 1.f;
this->river_size_factor = sp->river_size / 100.f;
this->water_features_lim = rangelim(sp->water_features, 0, 10);
// a small chance of overflows if the settings are very high
this->cave_water_max_height = water_level + MYMAX(0, water_features_lim - 6) * 50;
this->lava_max_height = water_level + MYMAX(0, lava_features_lim - 6) * 50;
tcave_cache = new float[csize.Y + 2];
//// 2D Terrain noise
noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
noise_inter_valley_slope = new Noise(&sp->np_inter_valley_slope, seed, csize.X, csize.Z);
noise_rivers = new Noise(&sp->np_rivers, seed, csize.X, csize.Z);
noise_terrain_height = new Noise(&sp->np_terrain_height, seed, csize.X, csize.Z);
noise_valley_depth = new Noise(&sp->np_valley_depth, seed, csize.X, csize.Z);
noise_valley_profile = new Noise(&sp->np_valley_profile, seed, csize.X, csize.Z);
//// 3D Terrain noise
noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
noise_inter_valley_fill = new Noise(&sp->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
noise_massive_caves = new Noise(&sp->np_massive_caves, seed, csize.X, csize.Y + 2, csize.Z);
//// Biome noise
noise_heat_blend = new Noise(&params->np_biome_heat_blend, seed, csize.X, csize.Z);
noise_heat = new Noise(&params->np_biome_heat, seed, csize.X, csize.Z);
noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
noise_humidity = new Noise(&params->np_biome_humidity, seed, csize.X, csize.Z);
//// Resolve nodes to be used
INodeDefManager *ndef = emerge->ndef;
c_cobble = ndef->getId("mapgen_cobble");
c_desert_stone = ndef->getId("mapgen_desert_stone");
c_dirt = ndef->getId("mapgen_dirt");
c_lava_source = ndef->getId("mapgen_lava_source");
c_mossycobble = ndef->getId("mapgen_mossycobble");
c_river_water_source = ndef->getId("mapgen_river_water_source");
c_sand = ndef->getId("mapgen_sand");
c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
c_sandstone = ndef->getId("mapgen_sandstone");
c_stair_cobble = ndef->getId("mapgen_stair_cobble");
c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
c_stone = ndef->getId("mapgen_stone");
c_water_source = ndef->getId("mapgen_water_source");
if (c_mossycobble == CONTENT_IGNORE)
c_mossycobble = c_cobble;
if (c_river_water_source == CONTENT_IGNORE)
c_river_water_source = c_water_source;
if (c_sand == CONTENT_IGNORE)
c_sand = c_stone;
if (c_sandstonebrick == CONTENT_IGNORE)
c_sandstonebrick = c_sandstone;
if (c_stair_cobble == CONTENT_IGNORE)
c_stair_cobble = c_cobble;
if (c_stair_sandstonebrick == CONTENT_IGNORE)
c_stair_sandstonebrick = c_sandstone;
}
MapgenValleys::~MapgenValleys()
{
delete noise_cave1;
delete noise_cave2;
delete noise_filler_depth;
delete noise_heat;
delete noise_heat_blend;
delete noise_humidity;
delete noise_humidity_blend;
delete noise_inter_valley_fill;
delete noise_inter_valley_slope;
delete noise_rivers;
delete noise_massive_caves;
delete noise_terrain_height;
delete noise_valley_depth;
delete noise_valley_profile;
delete[] biomemap;
delete[] heightmap;
delete[] tcave_cache;
}
MapgenValleysParams::MapgenValleysParams()
{
spflags = MG_VALLEYS_HUMID_RIVERS | MG_VALLEYS_ALT_CHILL;
altitude_chill = 90; // The altitude at which temperature drops by 20C.
large_cave_depth = -33;
lava_features = 0; // How often water will occur in caves.
massive_cave_depth = -256; // highest altitude of massive caves
river_depth = 4; // How deep to carve river channels.
river_size = 5; // How wide to make rivers.
water_features = 0; // How often water will occur in caves.
np_cave1 = NoiseParams(0, 12, v3f(96, 96, 96), 52534, 4, 0.5, 2.0);
np_cave2 = NoiseParams(0, 12, v3f(96, 96, 96), 10325, 4, 0.5, 2.0);
np_filler_depth = NoiseParams(0.f, 1.2f, v3f(256, 256, 256), 1605, 3, 0.5f, 2.f);
np_inter_valley_fill = NoiseParams(0.f, 1.f, v3f(256, 512, 256), 1993, 6, 0.8f, 2.f);
np_inter_valley_slope = NoiseParams(0.5f, 0.5f, v3f(128, 128, 128), 746, 1, 1.f, 2.f);
np_rivers = NoiseParams(0.f, 1.f, v3f(256, 256, 256), -6050, 5, 0.6f, 2.f);
np_massive_caves = NoiseParams(0.f, 1.f, v3f(768, 256, 768), 59033, 6, 0.63f, 2.f);
np_terrain_height = NoiseParams(-10.f, 50.f, v3f(1024, 1024, 1024), 5202, 6, 0.4f, 2.f);
np_valley_depth = NoiseParams(5.f, 4.f, v3f(512, 512, 512), -1914, 1, 1.f, 2.f);
np_valley_profile = NoiseParams(0.6f, 0.5f, v3f(512, 512, 512), 777, 1, 1.f, 2.f);
}
void MapgenValleysParams::readParams(const Settings *settings)
{
settings->getFlagStrNoEx("mg_valleys_spflags", spflags, flagdesc_mapgen_valleys);
settings->getU16NoEx("mg_valleys_altitude_chill", altitude_chill);
settings->getS16NoEx("mg_valleys_large_cave_depth", large_cave_depth);
settings->getU16NoEx("mg_valleys_lava_features", lava_features);
settings->getS16NoEx("mg_valleys_massive_cave_depth", massive_cave_depth);
settings->getU16NoEx("mg_valleys_river_depth", river_depth);
settings->getU16NoEx("mg_valleys_river_size", river_size);
settings->getU16NoEx("mg_valleys_water_features", water_features);
settings->getNoiseParams("mg_valleys_np_cave1", np_cave1);
settings->getNoiseParams("mg_valleys_np_cave2", np_cave2);
settings->getNoiseParams("mg_valleys_np_filler_depth", np_filler_depth);
settings->getNoiseParams("mg_valleys_np_inter_valley_fill", np_inter_valley_fill);
settings->getNoiseParams("mg_valleys_np_inter_valley_slope", np_inter_valley_slope);
settings->getNoiseParams("mg_valleys_np_rivers", np_rivers);
settings->getNoiseParams("mg_valleys_np_massive_caves", np_massive_caves);
settings->getNoiseParams("mg_valleys_np_terrain_height", np_terrain_height);
settings->getNoiseParams("mg_valleys_np_valley_depth", np_valley_depth);
settings->getNoiseParams("mg_valleys_np_valley_profile", np_valley_profile);
}
void MapgenValleysParams::writeParams(Settings *settings) const
{
settings->setFlagStr("mg_valleys_spflags", spflags, flagdesc_mapgen_valleys, U32_MAX);
settings->setU16("mg_valleys_altitude_chill", altitude_chill);
settings->setS16("mg_valleys_large_cave_depth", large_cave_depth);
settings->setU16("mg_valleys_lava_features", lava_features);
settings->setS16("mg_valleys_massive_cave_depth", massive_cave_depth);
settings->setU16("mg_valleys_river_depth", river_depth);
settings->setU16("mg_valleys_river_size", river_size);
settings->setU16("mg_valleys_water_features", water_features);
settings->setNoiseParams("mg_valleys_np_cave1", np_cave1);
settings->setNoiseParams("mg_valleys_np_cave2", np_cave2);
settings->setNoiseParams("mg_valleys_np_filler_depth", np_filler_depth);
settings->setNoiseParams("mg_valleys_np_inter_valley_fill", np_inter_valley_fill);
settings->setNoiseParams("mg_valleys_np_inter_valley_slope", np_inter_valley_slope);
settings->setNoiseParams("mg_valleys_np_rivers", np_rivers);
settings->setNoiseParams("mg_valleys_np_massive_caves", np_massive_caves);
settings->setNoiseParams("mg_valleys_np_terrain_height", np_terrain_height);
settings->setNoiseParams("mg_valleys_np_valley_depth", np_valley_depth);
settings->setNoiseParams("mg_valleys_np_valley_profile", np_valley_profile);
}
///////////////////////////////////////
void MapgenValleys::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;
//TimeTaker t("makeChunk");
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 noise maps and base terrain height.
calculateNoise();
// Generate base terrain with initial heightmaps
s16 stone_surface_max_y = generateTerrain();
// Create biomemap at heightmap surface
bmgr->calcBiomes(csize.X, csize.Z, heatmap, humidmap, heightmap, biomemap);
// Actually place the biome-specific nodes
MgStoneType stone_type = generateBiomes(heatmap, humidmap);
// Cave creation.
if (flags & MG_CAVES)
generateCaves(stone_surface_max_y);
// Dungeon creation
if ((flags & MG_DUNGEONS) && node_max.Y < 50 && (stone_surface_max_y >= node_min.Y)) {
DungeonParams dp;
dp.np_rarity = nparams_dungeon_rarity;
dp.np_density = nparams_dungeon_density;
dp.np_wetness = nparams_dungeon_wetness;
dp.c_water = c_water_source;
if (stone_type == STONE) {
dp.c_cobble = c_cobble;
dp.c_moss = c_mossycobble;
dp.c_stair = c_stair_cobble;
dp.diagonal_dirs = false;
dp.mossratio = 3.f;
dp.holesize = v3s16(1, 2, 1);
dp.roomsize = v3s16(0, 0, 0);
dp.notifytype = GENNOTIFY_DUNGEON;
} else if (stone_type == DESERT_STONE) {
dp.c_cobble = c_desert_stone;
dp.c_moss = c_desert_stone;
dp.c_stair = c_desert_stone;
dp.diagonal_dirs = true;
dp.mossratio = 0.f;
dp.holesize = v3s16(2, 3, 2);
dp.roomsize = v3s16(2, 5, 2);
dp.notifytype = GENNOTIFY_TEMPLE;
} else if (stone_type == SANDSTONE) {
dp.c_cobble = c_sandstonebrick;
dp.c_moss = c_sandstonebrick;
dp.c_stair = c_sandstonebrick;
dp.diagonal_dirs = false;
dp.mossratio = 0.f;
dp.holesize = v3s16(2, 2, 2);
dp.roomsize = v3s16(2, 0, 2);
dp.notifytype = GENNOTIFY_DUNGEON;
}
DungeonGen dgen(this, &dp);
dgen.generate(blockseed, full_node_min, full_node_max);
}
// Generate the registered decorations
if (flags & MG_DECORATIONS)
m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
// Generate the registered ores
m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
// Sprinkle some dust on top after everything else was generated
dustTopNodes();
//TimeTaker tll("liquid_lighting");
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
if (flags & MG_LIGHT)
calcLighting(
node_min - v3s16(0, 1, 0),
node_max + v3s16(0, 1, 0),
full_node_min,
full_node_max);
//mapgen_profiler->avg("liquid_lighting", tll.stop() / 1000.f);
//mapgen_profiler->avg("makeChunk", t.stop() / 1000.f);
this->generating = false;
}
// Populate the noise tables and do most of the
// calculation necessary to determine terrain height.
void MapgenValleys::calculateNoise()
{
//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
int x = node_min.X;
int y = node_min.Y - 1;
int z = node_min.Z;
//TimeTaker tcn("actualNoise");
noise_filler_depth->perlinMap2D(x, z);
noise_heat_blend->perlinMap2D(x, z);
noise_heat->perlinMap2D(x, z);
noise_humidity_blend->perlinMap2D(x, z);
noise_humidity->perlinMap2D(x, z);
noise_inter_valley_slope->perlinMap2D(x, z);
noise_rivers->perlinMap2D(x, z);
noise_terrain_height->perlinMap2D(x, z);
noise_valley_depth->perlinMap2D(x, z);
noise_valley_profile->perlinMap2D(x, z);
noise_inter_valley_fill->perlinMap3D(x, y, z);
//mapgen_profiler->avg("noisemaps", tcn.stop() / 1000.f);
for (s32 index = 0; index < csize.X * csize.Z; index++) {
noise_heat->result[index] += noise_heat_blend->result[index];
noise_humidity->result[index] += noise_humidity_blend->result[index];
}
TerrainNoise tn;
u32 index = 0;
for (tn.z = node_min.Z; tn.z <= node_max.Z; tn.z++)
for (tn.x = node_min.X; tn.x <= node_max.X; tn.x++, index++) {
// The parameters that we actually need to generate terrain
// are passed by address (and the return value).
tn.terrain_height = noise_terrain_height->result[index];
// River noise is replaced with base terrain, which
// is basically the height of the water table.
tn.rivers = &noise_rivers->result[index];
// Valley depth noise is replaced with the valley
// number that represents the height of terrain
// over rivers and is used to determine about
// how close a river is for humidity calculation.
tn.valley = &noise_valley_depth->result[index];
tn.valley_profile = noise_valley_profile->result[index];
// Slope noise is replaced by the calculated slope
// which is used to get terrain height in the slow
// method, to create sharper mountains.
tn.slope = &noise_inter_valley_slope->result[index];
tn.inter_valley_fill = noise_inter_valley_fill->result[index];
// This is the actual terrain height.
float mount = terrainLevelFromNoise(&tn);
noise_terrain_height->result[index] = mount;
}
heatmap = noise_heat->result;
humidmap = noise_humidity->result;
}
// This keeps us from having to maintain two similar sets of
// complicated code to determine ground level.
float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
{
// The square function changes the behaviour of this noise:
// very often small, and sometimes very high.
float valley_d = MYSQUARE(*tn->valley);
// valley_d is here because terrain is generally higher where valleys
// are deep (mountains). base represents the height of the
// rivers, most of the surface is above.
float base = tn->terrain_height + valley_d;
// "river" represents the distance from the river, in arbitrary units.
float river = fabs(*tn->rivers) - river_size_factor;
// Use the curve of the function 1-exp(-(x/a)^2) to model valleys.
// Making "a" vary (0 < a <= 1) changes the shape of the valleys.
// Try it with a geometry software !
// (here x = "river" and a = valley_profile).
// "valley" represents the height of the terrain, from the rivers.
{
float t = river / tn->valley_profile;
*tn->valley = valley_d * (1.f - exp(- MYSQUARE(t)));
}
// approximate height of the terrain at this point
float mount = base + *tn->valley;
*tn->slope *= *tn->valley;
// Rivers are placed where "river" is negative, so where the original
// noise value is close to zero.
// Base ground is returned as rivers since it's basically the water table.
*tn->rivers = base;
if (river < 0.f) {
// Use the the function -sqrt(1-x^2) which models a circle.
float depth;
{
float t = river / river_size_factor + 1;
depth = (river_depth_bed * sqrt(MYMAX(0, 1.f - MYSQUARE(t))));
}
// base - depth : height of the bottom of the river
// water_level - 6 : don't make rivers below 6 nodes under the surface
mount = rangelim(base - depth, (float) (water_level - 6), mount);
// Slope has no influence on rivers.
*tn->slope = 0.f;
}
return mount;
}
// This avoids duplicating the code in terrainLevelFromNoise, adding
// only the final step of terrain generation without a noise map.
float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn)
{
float mount = terrainLevelFromNoise(tn);
s16 y_start = myround(mount);
for (s16 y = y_start; y <= y_start + 1000; y++) {
float fill = NoisePerlin3D(&noise_inter_valley_fill->np, tn->x, y, tn->z, seed);
if (fill * *tn->slope <= y - mount) {
mount = MYMAX(y - 1, mount);
break;
}
}
return mount;
}
int MapgenValleys::getGroundLevelAtPoint(v2s16 p)
{
// ***********************************
// This method (deliberately) does not
// return correct terrain values.
// ***********************************
// Since MT doesn't normally deal with rivers, check
// to make sure this isn't a request for a location
// in a river.
float rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed);
// If it's wet, return an unusable number.
if (fabs(rivers) < river_size_factor)
return MAX_MAP_GENERATION_LIMIT;
// Otherwise, return the real result.
return terrainLevelAtPoint(p.X, p.Y);
}
float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z)
{
TerrainNoise tn;
float rivers = NoisePerlin2D(&noise_rivers->np, x, z, seed);
float valley = NoisePerlin2D(&noise_valley_depth->np, x, z, seed);
float inter_valley_slope = NoisePerlin2D(&noise_inter_valley_slope->np, x, z, seed);
tn.x = x;
tn.z = z;
tn.terrain_height = NoisePerlin2D(&noise_terrain_height->np, x, z, seed);
tn.rivers = &rivers;
tn.valley = &valley;
tn.valley_profile = NoisePerlin2D(&noise_valley_profile->np, x, z, seed);
tn.slope = &inter_valley_slope;
tn.inter_valley_fill = 0.f;
return adjustedTerrainLevelFromNoise(&tn);
}
int MapgenValleys::generateTerrain()
{
MapNode n_air(CONTENT_AIR);
MapNode n_river_water(c_river_water_source);
MapNode n_sand(c_sand);
MapNode n_stone(c_stone);
MapNode n_water(c_water_source);
v3s16 em = vm->m_area.getExtent();
s16 surface_max_y = -MAX_MAP_GENERATION_LIMIT;
u32 index_2d = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
s16 river_y = floor(noise_rivers->result[index_2d]);
s16 surface_y = floor(noise_terrain_height->result[index_2d]);
float slope = noise_inter_valley_slope->result[index_2d];
heightmap[index_2d] = surface_y;
if (surface_y > surface_max_y)
surface_max_y = surface_y;
u32 index_3d = (z - node_min.Z) * zstride + (x - node_min.X);
u32 index_data = vm->m_area.index(x, node_min.Y - 1, z);
// Mapgens concern themselves with stone and water.
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
float fill = 0.f;
fill = noise_inter_valley_fill->result[index_3d];
if (vm->m_data[index_data].getContent() == CONTENT_IGNORE) {
bool river = (river_y > surface_y);
if (river && y == surface_y) {
// river bottom
vm->m_data[index_data] = n_sand;
} else if (river && y <= surface_y) {
// ground
vm->m_data[index_data] = n_stone;
} else if (river && y < river_y) {
// river
vm->m_data[index_data] = n_river_water;
} else if ((!river) && myround(fill * slope) >= y - surface_y) {
// ground
vm->m_data[index_data] = n_stone;
heightmap[index_2d] = surface_max_y = y;
} else if (y <= water_level) {
// sea
vm->m_data[index_data] = n_water;
} else {
vm->m_data[index_data] = n_air;
}
}
vm->m_area.add_y(em, index_data, 1);
index_3d += ystride;
}
// Although the original valleys adjusts humidity by distance
// from seawater, this causes problems with the default biomes.
// Adjust only by freshwater proximity.
const float humidity_offset = 0.8f; // derived by testing
if (humid_rivers)
noise_humidity->result[index_2d] *= (1 + pow(0.5f, MYMAX((surface_max_y
- noise_rivers->result[index_2d]) / 3.f, 0.f))) * humidity_offset;
// Assign the heat adjusted by altitude.
if (use_altitude_chill && surface_max_y > 0)
noise_heat->result[index_2d] *=
pow(0.5f, (surface_max_y - altitude_chill / 3.f) / altitude_chill);
}
return surface_max_y;
}
MgStoneType MapgenValleys::generateBiomes(float *heat_map, float *humidity_map)
{
v3s16 em = vm->m_area.getExtent();
u32 index = 0;
MgStoneType stone_type = STONE;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
Biome *biome = NULL;
u16 depth_top = 0;
u16 base_filler = 0;
u16 depth_water_top = 0;
u32 vi = vm->m_area.index(x, node_max.Y, z);
// Check node at base of mapchunk above, either a node of a previously
// generated mapchunk or if not, a node of overgenerated base terrain.
content_t c_above = vm->m_data[vi + em.X].getContent();
bool air_above = c_above == CONTENT_AIR;
bool water_above = (c_above == c_water_source);
// If there is air or water above enable top/filler placement, otherwise force
// nplaced to stone level by setting a number exceeding any possible filler depth.
u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
for (s16 y = node_max.Y; y >= node_min.Y; y--) {
content_t c = vm->m_data[vi].getContent();
// Biome is recalculated each time an upper surface is detected while
// working down a column. The selected biome then remains in effect for
// all nodes below until the next surface and biome recalculation.
// Biome is recalculated:
// 1. At the surface of stone below air or water.
// 2. At the surface of water below air.
// 3. When stone or water is detected but biome has not yet been calculated.
if ((c == c_stone && (air_above || water_above || !biome))
|| ((c == c_water_source || c == c_river_water_source)
&& (air_above || !biome))) {
// Both heat and humidity have already been adjusted for altitude.
biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
depth_top = biome->depth_top;
base_filler = MYMAX(depth_top
+ biome->depth_filler
+ noise_filler_depth->result[index], 0.f);
depth_water_top = biome->depth_water_top;
// Detect stone type for dungeons during every biome calculation.
// This is more efficient than detecting per-node and will not
// miss any desert stone or sandstone biomes.
if (biome->c_stone == c_desert_stone)
stone_type = DESERT_STONE;
else if (biome->c_stone == c_sandstone)
stone_type = SANDSTONE;
}
if (c == c_stone) {
content_t c_below = vm->m_data[vi - em.X].getContent();
// If the node below isn't solid, make this node stone, so that
// any top/filler nodes above are structurally supported.
// This is done by aborting the cycle of top/filler placement
// immediately by forcing nplaced to stone level.
if (c_below == CONTENT_AIR
|| c_below == c_water_source
|| c_below == c_river_water_source)
nplaced = U16_MAX;
if (nplaced < depth_top) {
vm->m_data[vi] = MapNode(biome->c_top);
nplaced++;
} else if (nplaced < base_filler) {
vm->m_data[vi] = MapNode(biome->c_filler);
nplaced++;
} else {
vm->m_data[vi] = MapNode(biome->c_stone);
}
air_above = false;
water_above = false;
} else if (c == c_water_source) {
vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top))
? biome->c_water_top : biome->c_water);
nplaced = 0; // Enable top/filler placement for next surface
air_above = false;
water_above = true;
} else if (c == c_river_water_source) {
vm->m_data[vi] = MapNode(biome->c_river_water);
nplaced = U16_MAX; // Sand was already placed under rivers.
air_above = false;
water_above = true;
} else if (c == CONTENT_AIR) {
nplaced = 0; // Enable top/filler placement for next surface
air_above = true;
water_above = false;
} else { // Possible various nodes overgenerated from neighbouring mapchunks
nplaced = U16_MAX; // Disable top/filler placement
air_above = false;
water_above = false;
}
vm->m_area.add_y(em, vi, -1);
}
}
return stone_type;
}
void MapgenValleys::dustTopNodes()
{
if (node_max.Y < water_level)
return;
v3s16 em = vm->m_area.getExtent();
u32 index = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
if (biome->c_dust == CONTENT_IGNORE)
continue;
u32 vi = vm->m_area.index(x, full_node_max.Y, z);
content_t c_full_max = vm->m_data[vi].getContent();
s16 y_start;
if (c_full_max == CONTENT_AIR) {
y_start = full_node_max.Y - 1;
} else if (c_full_max == CONTENT_IGNORE) {
vi = vm->m_area.index(x, node_max.Y + 1, z);
content_t c_max = vm->m_data[vi].getContent();
if (c_max == CONTENT_AIR)
y_start = node_max.Y;
else
continue;
} else {
continue;
}
vi = vm->m_area.index(x, y_start, z);
for (s16 y = y_start; y >= node_min.Y - 1; y--) {
if (vm->m_data[vi].getContent() != CONTENT_AIR)
break;
vm->m_area.add_y(em, vi, -1);
}
content_t c = vm->m_data[vi].getContent();
if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
vm->m_area.add_y(em, vi, 1);
vm->m_data[vi] = MapNode(biome->c_dust);
}
}
}
void MapgenValleys::generateCaves(s16 max_stone_y)
{
if (max_stone_y < node_min.Y)
return;
noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
PseudoRandom ps(blockseed + 72202);
MapNode n_air(CONTENT_AIR);
MapNode n_lava(c_lava_source);
MapNode n_water(c_river_water_source);
v3s16 em = vm->m_area.getExtent();
// Cave blend distance near YMIN, YMAX
const float massive_cave_blend = 128.f;
// noise threshold for massive caves
const float massive_cave_threshold = 0.6f;
// mct: 1 = small rare caves, 0.5 1/3rd ground volume, 0 = 1/2 ground volume.
float yblmin = -map_gen_limit + massive_cave_blend * 1.5f;
float yblmax = massive_cave_depth - massive_cave_blend * 1.5f;
bool made_a_big_one = false;
// Cache the tcave values as they only vary by altitude.
if (node_max.Y <= massive_cave_depth) {
noise_massive_caves->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
float tcave = massive_cave_threshold;
if (y < yblmin) {
float t = (yblmin - y) / massive_cave_blend;
tcave += MYSQUARE(t);
} else if (y > yblmax) {
float t = (y - yblmax) / massive_cave_blend;
tcave += MYSQUARE(t);
}
tcave_cache[y - node_min.Y + 1] = tcave;
}
}
// lava_depth varies between one and ten as you approach
// the bottom of the world.
s16 lava_depth = ceil((lava_max_height - node_min.Y + 1) * 10.f / map_gen_limit);
// This allows random lava spawns to be less common at the surface.
s16 lava_chance = MYCUBE(lava_features_lim) * lava_depth;
// water_depth varies between ten and one on the way down.
s16 water_depth = ceil((map_gen_limit - abs(node_min.Y) + 1) * 10.f / map_gen_limit);
// This allows random water spawns to be more common at the surface.
s16 water_chance = MYCUBE(water_features_lim) * water_depth;
// Reduce the odds of overflows even further.
if (node_max.Y > water_level) {
lava_chance /= 5;
water_chance /= 5;
}
u32 index_2d = 0;
u32 index_3d = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index_2d]);
bool air_above = false;
bool underground = false;
u32 index_data = vm->m_area.index(x, node_max.Y + 1, z);
index_3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride + (x - node_min.X);
// Dig caves on down loop to check for air above.
for (s16 y = node_max.Y + 1;
y >= node_min.Y - 1;
y--, index_3d -= ystride, vm->m_area.add_y(em, index_data, -1)) {
float terrain = noise_terrain_height->result[index_2d];
// Saves some time.
if (y > terrain + 10) {
air_above = true;
continue;
} else if (y < terrain - 40) {
underground = true;
}
// Dig massive caves.
if (node_max.Y <= massive_cave_depth
&& noise_massive_caves->result[index_3d]
> tcave_cache[y - node_min.Y + 1]) {
vm->m_data[index_data] = n_air;
made_a_big_one = true;
}
content_t c = vm->m_data[index_data].getContent();
float d1 = contour(noise_cave1->result[index_3d]);
float d2 = contour(noise_cave2->result[index_3d]);
// River water is not set as ground content
// in the default game. This can produce strange results
// when a cave undercuts a river. However, that's not for
// the mapgen to correct. Fix it in lua.
if (c == CONTENT_AIR) {
air_above = true;
} else if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
// in a cave
vm->m_data[index_data] = n_air;
air_above = true;
} else if (air_above && (c == biome->c_filler || c == biome->c_stone)) {
// at the cave floor
s16 sr = ps.range(0,39);
u32 j = index_data;
vm->m_area.add_y(em, j, 1);
if (sr > terrain - y) {
// Put dirt in caves near the surface.
if (underground)
vm->m_data[index_data] = MapNode(biome->c_filler);
else
vm->m_data[index_data] = MapNode(biome->c_top);
} else if (sr < 3 && underground) {
sr = abs(ps.next());
if (lava_features_lim > 0 && y <= lava_max_height
&& c == biome->c_stone && sr < lava_chance)
vm->m_data[j] = n_lava;
sr -= lava_chance;
// If sr < 0 then we should have already placed lava --
// don't immediately dump water on it.
if (water_features_lim > 0 && y <= cave_water_max_height
&& sr >= 0 && sr < water_chance)
vm->m_data[j] = n_water;
}
air_above = false;
underground = true;
} else if (c == biome->c_filler || c == biome->c_stone) {
air_above = false;
underground = true;
} else {
air_above = false;
}
}
}
if (node_max.Y <= large_cave_depth && (!made_a_big_one)) {
u32 bruises_count = ps.range(0, 2);
for (u32 i = 0; i < bruises_count; i++) {
CaveV5 cave(this, &ps);
cave.makeCave(node_min, node_max, max_stone_y);
}
}
}