minetest/src/mapgen/mapgen_valleys.cpp
Paramat 12a8f8826d
Mgvalleys: Use shared tunnel / cavern code instead of internal
Caverns first appeared in mgvalleys and were later added to other
mapgens as shared code. Now this shared code can replace mgvalley's
internal cavern code.
Also use shared tunnel code instead of internal code.

Changes to mapgen that will affect existing worlds (mgvalleys is not
stable):

Single lava and water sources not added in tunnels.
Previous caverns are unchanged but an equal number of new ones are
added at a distance from the previous.
From y = -256 to 192 nodes below, where the caverns taper at their
upper limit, they will have a slightly different shape as the taper
is now linear.
2018-04-21 22:50:36 +01:00

596 lines
21 KiB
C++

/*
Minetest
Copyright (C) 2016-2018 Duane Robertson <duane@duanerobertson.com>
Copyright (C) 2016-2018 paramat
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 "nodedef.h"
#include "voxelalgorithms.h"
#include "settings.h" // For g_settings
#include "emerge.h"
#include "dungeongen.h"
#include "mg_biome.h"
#include "mg_ore.h"
#include "mg_decoration.h"
#include "mapgen_valleys.h"
#include "cavegen.h"
#include <cmath>
//#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", MGVALLEYS_ALT_CHILL},
{"humid_rivers", MGVALLEYS_HUMID_RIVERS},
{NULL, 0}
};
///////////////////////////////////////////////////////////////////////////////
MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeManager *emerge)
: MapgenBasic(mapgenid, params, emerge)
{
// NOTE: MapgenValleys has a hard dependency on BiomeGenOriginal
m_bgen = (BiomeGenOriginal *)biomegen;
BiomeParamsOriginal *bp = (BiomeParamsOriginal *)params->bparams;
spflags = params->spflags;
altitude_chill = params->altitude_chill;
river_depth_bed = params->river_depth + 1.f;
river_size_factor = params->river_size / 100.f;
cave_width = params->cave_width;
large_cave_depth = params->large_cave_depth;
lava_depth = params->lava_depth;
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;
//// 2D Terrain noise
noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
noise_inter_valley_slope = new Noise(&params->np_inter_valley_slope, seed, csize.X, csize.Z);
noise_rivers = new Noise(&params->np_rivers, seed, csize.X, csize.Z);
noise_terrain_height = new Noise(&params->np_terrain_height, seed, csize.X, csize.Z);
noise_valley_depth = new Noise(&params->np_valley_depth, seed, csize.X, csize.Z);
noise_valley_profile = new Noise(&params->np_valley_profile, seed, csize.X, csize.Z);
//// 3D Terrain noise
// 1-up 1-down overgeneration
noise_inter_valley_fill = new Noise(&params->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
// 1-down overgeneraion
MapgenBasic::np_cave1 = params->np_cave1;
MapgenBasic::np_cave2 = params->np_cave2;
MapgenBasic::np_cavern = params->np_cavern;
humid_rivers = (spflags & MGVALLEYS_HUMID_RIVERS);
use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL);
humidity_adjust = bp->np_humidity.offset - 50.f;
}
MapgenValleys::~MapgenValleys()
{
delete noise_filler_depth;
delete noise_inter_valley_fill;
delete noise_inter_valley_slope;
delete noise_rivers;
delete noise_terrain_height;
delete noise_valley_depth;
delete noise_valley_profile;
}
MapgenValleysParams::MapgenValleysParams():
np_filler_depth (0.f, 1.2f, v3f(256, 256, 256), 1605, 3, 0.5f, 2.f),
np_inter_valley_fill (0.f, 1.f, v3f(256, 512, 256), 1993, 6, 0.8f, 2.f),
np_inter_valley_slope (0.5f, 0.5f, v3f(128, 128, 128), 746, 1, 1.f, 2.f),
np_rivers (0.f, 1.f, v3f(256, 256, 256), -6050, 5, 0.6f, 2.f),
np_terrain_height (-10.f, 50.f, v3f(1024, 1024, 1024), 5202, 6, 0.4f, 2.f),
np_valley_depth (5.f, 4.f, v3f(512, 512, 512), -1914, 1, 1.f, 2.f),
np_valley_profile (0.6f, 0.5f, v3f(512, 512, 512), 777, 1, 1.f, 2.f),
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.f, 1.f, v3f(768, 256, 768), 59033, 6, 0.63f, 2.f)
{
}
void MapgenValleysParams::readParams(const Settings *settings)
{
settings->getFlagStrNoEx("mgvalleys_spflags", spflags, flagdesc_mapgen_valleys);
settings->getU16NoEx("mgvalleys_altitude_chill", altitude_chill);
settings->getS16NoEx("mgvalleys_large_cave_depth", large_cave_depth);
settings->getS16NoEx("mgvalleys_lava_depth", lava_depth);
settings->getU16NoEx("mgvalleys_river_depth", river_depth);
settings->getU16NoEx("mgvalleys_river_size", river_size);
settings->getFloatNoEx("mgvalleys_cave_width", cave_width);
settings->getS16NoEx("mgvalleys_cavern_limit", cavern_limit);
settings->getS16NoEx("mgvalleys_cavern_taper", cavern_taper);
settings->getFloatNoEx("mgvalleys_cavern_threshold", cavern_threshold);
settings->getS16NoEx("mgvalleys_dungeon_ymin", dungeon_ymin);
settings->getS16NoEx("mgvalleys_dungeon_ymax", dungeon_ymax);
settings->getNoiseParams("mgvalleys_np_filler_depth", np_filler_depth);
settings->getNoiseParams("mgvalleys_np_inter_valley_fill", np_inter_valley_fill);
settings->getNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope);
settings->getNoiseParams("mgvalleys_np_rivers", np_rivers);
settings->getNoiseParams("mgvalleys_np_terrain_height", np_terrain_height);
settings->getNoiseParams("mgvalleys_np_valley_depth", np_valley_depth);
settings->getNoiseParams("mgvalleys_np_valley_profile", np_valley_profile);
settings->getNoiseParams("mgvalleys_np_cave1", np_cave1);
settings->getNoiseParams("mgvalleys_np_cave2", np_cave2);
settings->getNoiseParams("mgvalleys_np_cavern", np_cavern);
}
void MapgenValleysParams::writeParams(Settings *settings) const
{
settings->setFlagStr("mgvalleys_spflags", spflags, flagdesc_mapgen_valleys, U32_MAX);
settings->setU16("mgvalleys_altitude_chill", altitude_chill);
settings->setS16("mgvalleys_large_cave_depth", large_cave_depth);
settings->setS16("mgvalleys_lava_depth", lava_depth);
settings->setU16("mgvalleys_river_depth", river_depth);
settings->setU16("mgvalleys_river_size", river_size);
settings->setFloat("mgvalleys_cave_width", cave_width);
settings->setS16("mgvalleys_cavern_limit", cavern_limit);
settings->setS16("mgvalleys_cavern_taper", cavern_taper);
settings->setFloat("mgvalleys_cavern_threshold", cavern_threshold);
settings->setS16("mgvalleys_dungeon_ymin", dungeon_ymin);
settings->setS16("mgvalleys_dungeon_ymax", dungeon_ymax);
settings->setNoiseParams("mgvalleys_np_filler_depth", np_filler_depth);
settings->setNoiseParams("mgvalleys_np_inter_valley_fill", np_inter_valley_fill);
settings->setNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope);
settings->setNoiseParams("mgvalleys_np_rivers", np_rivers);
settings->setNoiseParams("mgvalleys_np_terrain_height", np_terrain_height);
settings->setNoiseParams("mgvalleys_np_valley_depth", np_valley_depth);
settings->setNoiseParams("mgvalleys_np_valley_profile", np_valley_profile);
settings->setNoiseParams("mgvalleys_np_cave1", np_cave1);
settings->setNoiseParams("mgvalleys_np_cave2", np_cave2);
settings->setNoiseParams("mgvalleys_np_cavern", np_cavern);
}
///////////////////////////////////////
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 biome noises. Note this must be executed strictly before
// generateTerrain, because generateTerrain depends on intermediate
// biome-related noises.
m_bgen->calcBiomeNoise(node_min);
// Generate noise maps and base terrain height.
// Modify heat and humidity maps.
calculateNoise();
// Generate base terrain with initial heightmaps
s16 stone_surface_max_y = generateTerrain();
// Recalculate heightmap
updateHeightmap(node_min, node_max);
// Place biome-specific nodes and build biomemap
generateBiomes();
// Generate caverns, tunnels and classic caves
if (flags & MG_CAVES) {
bool near_cavern = false;
// Generate caverns
near_cavern = generateCaverns(stone_surface_max_y);
// Generate tunnels and classic caves
if (near_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);
}
// Dungeon creation
if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
full_node_max.Y <= dungeon_ymax)
generateDungeons(stone_surface_max_y);
// 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_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);
float heat_offset = 0.f;
float humidity_scale = 1.f;
// Altitude chill tends to reduce the average heat.
if (use_altitude_chill)
heat_offset = 5.f;
// River humidity tends to increase the humidity range.
if (humid_rivers) {
humidity_scale = 0.8f;
}
for (s32 index = 0; index < csize.X * csize.Z; index++) {
m_bgen->heatmap[index] += heat_offset;
m_bgen->humidmap[index] *= humidity_scale;
}
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;
}
}
// 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 = std::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 = std::fmax(river / tn->valley_profile, 0.0f);
*tn->valley = valley_d * (1.f - std::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 * std::sqrt(MYMAX(0, 1.f - MYSQUARE(t))));
}
// base - depth : height of the bottom of the river
// water_level - 3 : don't make rivers below 3 nodes under the surface
// We use three because that's as low as the swamp biomes go.
// There is no logical equivalent to this using rangelim.
mount = MYMIN(MYMAX(base - depth, (float)(water_level - 3)), 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::getSpawnLevelAtPoint(v2s16 p)
{
// 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 (std::fabs(rivers) < river_size_factor)
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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;
}
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()
{
// Raising this reduces the rate of evaporation.
static const float evaporation = 300.f;
// from the lua
static const float humidity_dropoff = 4.f;
// constant to convert altitude chill (compatible with lua) to heat
static const float alt_to_heat = 20.f;
// humidity reduction by altitude
static const float alt_to_humid = 10.f;
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.f || river_y > 0.f))
t_heat -= alt_to_heat * MYMAX(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.f;
if (delta < 0.f) {
float t_evap = (t_heat - 32.f) / evaporation;
river_y += delta * MYMAX(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);
// Mapgens concern themselves with stone and water.
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 + 1 < river_y;
if (slope * fill > surface_delta) {
// ground
vm->m_data[index_data] = n_stone;
if (y > heightmap[index_2d])
heightmap[index_2d] = y;
if (y > surface_max_y)
surface_max_y = y;
} else if (y <= water_level) {
// sea
vm->m_data[index_data] = n_water;
} else if (river) {
// river
vm->m_data[index_data] = n_river_water;
} else { // air
vm->m_data[index_data] = n_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 = MYMAX(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.f + std::pow(0.5f, MYMAX(water_depth, 1.f));
// Reduce humidity with altitude (ignoring riverbeds).
// This is similar to the lua version's seawater adjustment,
// but doesn't increase the base humidity, which causes
// problems with the default biomes.
if (t_alt > 0.f)
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 = MYMAX(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.f)
m_bgen->heatmap[index_2d] -= alt_to_heat * t_alt / altitude_chill;
}
}
return surface_max_y;
}