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4adbd69a37
To avoid spawn search failing in new specialised mapgens Increase spawn search range to 4000 nodes Add getSpawnLevelAtPoint() functions to EmergeManager, class Mapgen and all mapgens Remove getGroundLevelAtPoint() functions from all mapgens except mgv6 (possibly to be re-added later in the correct form to return actual ground level) Make mgvalleys flag names consistent with other mapgens Remove now unused 'vertical spawn range' setting
737 lines
22 KiB
C++
737 lines
22 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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Copyright (C) 2010-2015 paramat, Matt Gregory
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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 "content_sao.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 "cavegen.h"
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#include "treegen.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_fractal.h"
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FlagDesc flagdesc_mapgen_fractal[] = {
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{NULL, 0}
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};
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///////////////////////////////////////////////////////////////////////////////////////
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MapgenFractal::MapgenFractal(int mapgenid, MapgenParams *params, EmergeManager *emerge)
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: Mapgen(mapgenid, params, emerge)
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{
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this->m_emerge = emerge;
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this->bmgr = emerge->biomemgr;
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//// amount of elements to skip for the next index
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//// for noise/height/biome maps (not vmanip)
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this->ystride = csize.X;
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this->zstride = csize.X * (csize.Y + 2);
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this->biomemap = new u8[csize.X * csize.Z];
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this->heightmap = new s16[csize.X * csize.Z];
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this->heatmap = NULL;
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this->humidmap = NULL;
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MapgenFractalParams *sp = (MapgenFractalParams *)params->sparams;
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this->spflags = sp->spflags;
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this->fractal = sp->fractal;
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this->iterations = sp->iterations;
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this->scale = sp->scale;
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this->offset = sp->offset;
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this->slice_w = sp->slice_w;
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this->julia_x = sp->julia_x;
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this->julia_y = sp->julia_y;
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this->julia_z = sp->julia_z;
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this->julia_w = sp->julia_w;
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this->formula = fractal / 2 + fractal % 2;
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this->julia = fractal % 2 == 0;
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//// 2D terrain noise
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noise_seabed = new Noise(&sp->np_seabed, seed, csize.X, csize.Z);
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noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
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//// 3D terrain noise
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noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
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noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
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//// Biome noise
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noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z);
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noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z);
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noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z);
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noise_humidity_blend = new Noise(¶ms->np_biome_humidity_blend, seed, csize.X, csize.Z);
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//// Resolve nodes to be used
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INodeDefManager *ndef = emerge->ndef;
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c_stone = ndef->getId("mapgen_stone");
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c_water_source = ndef->getId("mapgen_water_source");
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c_lava_source = ndef->getId("mapgen_lava_source");
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c_desert_stone = ndef->getId("mapgen_desert_stone");
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c_ice = ndef->getId("mapgen_ice");
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c_sandstone = ndef->getId("mapgen_sandstone");
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c_cobble = ndef->getId("mapgen_cobble");
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c_stair_cobble = ndef->getId("mapgen_stair_cobble");
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c_mossycobble = ndef->getId("mapgen_mossycobble");
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c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
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c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
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if (c_ice == CONTENT_IGNORE)
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c_ice = CONTENT_AIR;
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if (c_mossycobble == CONTENT_IGNORE)
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c_mossycobble = c_cobble;
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if (c_stair_cobble == CONTENT_IGNORE)
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c_stair_cobble = c_cobble;
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if (c_sandstonebrick == CONTENT_IGNORE)
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c_sandstonebrick = c_sandstone;
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if (c_stair_sandstonebrick == CONTENT_IGNORE)
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c_stair_sandstonebrick = c_sandstone;
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}
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MapgenFractal::~MapgenFractal()
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{
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delete noise_seabed;
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delete noise_filler_depth;
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delete noise_cave1;
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delete noise_cave2;
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delete noise_heat;
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delete noise_humidity;
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delete noise_heat_blend;
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delete noise_humidity_blend;
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delete[] heightmap;
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delete[] biomemap;
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}
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MapgenFractalParams::MapgenFractalParams()
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{
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spflags = 0;
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fractal = 1;
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iterations = 11;
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scale = v3f(4096.0, 1024.0, 4096.0);
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offset = v3f(1.79, 0.0, 0.0);
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slice_w = 0.0;
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julia_x = 0.33;
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julia_y = 0.33;
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julia_z = 0.33;
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julia_w = 0.33;
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np_seabed = NoiseParams(-14, 9, v3f(600, 600, 600), 41900, 5, 0.6, 2.0);
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np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
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np_cave1 = NoiseParams(0, 12, v3f(96, 96, 96), 52534, 4, 0.5, 2.0);
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np_cave2 = NoiseParams(0, 12, v3f(96, 96, 96), 10325, 4, 0.5, 2.0);
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}
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void MapgenFractalParams::readParams(const Settings *settings)
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{
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settings->getFlagStrNoEx("mgfractal_spflags", spflags, flagdesc_mapgen_fractal);
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settings->getU16NoEx("mgfractal_fractal", fractal);
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settings->getU16NoEx("mgfractal_iterations", iterations);
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settings->getV3FNoEx("mgfractal_scale", scale);
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settings->getV3FNoEx("mgfractal_offset", offset);
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settings->getFloatNoEx("mgfractal_slice_w", slice_w);
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settings->getFloatNoEx("mgfractal_julia_x", julia_x);
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settings->getFloatNoEx("mgfractal_julia_y", julia_y);
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settings->getFloatNoEx("mgfractal_julia_z", julia_z);
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settings->getFloatNoEx("mgfractal_julia_w", julia_w);
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settings->getNoiseParams("mgfractal_np_seabed", np_seabed);
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settings->getNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
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settings->getNoiseParams("mgfractal_np_cave1", np_cave1);
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settings->getNoiseParams("mgfractal_np_cave2", np_cave2);
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}
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void MapgenFractalParams::writeParams(Settings *settings) const
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{
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settings->setFlagStr("mgfractal_spflags", spflags, flagdesc_mapgen_fractal, U32_MAX);
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settings->setU16("mgfractal_fractal", fractal);
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settings->setU16("mgfractal_iterations", iterations);
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settings->setV3F("mgfractal_scale", scale);
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settings->setV3F("mgfractal_offset", offset);
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settings->setFloat("mgfractal_slice_w", slice_w);
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settings->setFloat("mgfractal_julia_x", julia_x);
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settings->setFloat("mgfractal_julia_y", julia_y);
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settings->setFloat("mgfractal_julia_z", julia_z);
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settings->setFloat("mgfractal_julia_w", julia_w);
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settings->setNoiseParams("mgfractal_np_seabed", np_seabed);
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settings->setNoiseParams("mgfractal_np_filler_depth", np_filler_depth);
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settings->setNoiseParams("mgfractal_np_cave1", np_cave1);
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settings->setNoiseParams("mgfractal_np_cave2", np_cave2);
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}
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/////////////////////////////////////////////////////////////////
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int MapgenFractal::getSpawnLevelAtPoint(v2s16 p)
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{
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bool solid_below = false; // Dry solid node is present below to spawn on
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u8 air_count = 0; // Consecutive air nodes above the dry solid node
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s16 seabed_level = NoisePerlin2D(&noise_seabed->np, p.X, p.Y, seed);
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// Seabed can rise above water_level or might be raised to create dry land
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s16 search_start = MYMAX(seabed_level, water_level + 1);
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if (seabed_level > water_level)
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solid_below = true;
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for (s16 y = search_start; y <= search_start + 128; y++) {
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if (getFractalAtPoint(p.X, y, p.Y)) { // Fractal node
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solid_below = true;
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air_count = 0;
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} else if (solid_below) { // Air above solid node
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air_count++;
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if (air_count == 2)
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return y - 2;
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}
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}
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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}
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void MapgenFractal::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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this->generating = true;
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this->vm = data->vmanip;
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this->ndef = data->nodedef;
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//TimeTaker t("makeChunk");
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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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// Make some noise
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calculateNoise();
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// Generate base terrain, mountains, and ridges with initial heightmaps
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s16 stone_surface_max_y = generateTerrain();
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// Create heightmap
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updateHeightmap(node_min, node_max);
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// Create biomemap at heightmap surface
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bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
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noise_humidity->result, heightmap, biomemap);
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// Actually place the biome-specific nodes
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MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);
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if (flags & MG_CAVES)
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generateCaves(stone_surface_max_y);
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if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
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DungeonParams dp;
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dp.np_rarity = nparams_dungeon_rarity;
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dp.np_density = nparams_dungeon_density;
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dp.np_wetness = nparams_dungeon_wetness;
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dp.c_water = c_water_source;
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if (stone_type == STONE) {
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dp.c_cobble = c_cobble;
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dp.c_moss = c_mossycobble;
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dp.c_stair = c_stair_cobble;
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dp.diagonal_dirs = false;
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dp.mossratio = 3.0;
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dp.holesize = v3s16(1, 2, 1);
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dp.roomsize = v3s16(0, 0, 0);
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dp.notifytype = GENNOTIFY_DUNGEON;
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} else if (stone_type == DESERT_STONE) {
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dp.c_cobble = c_desert_stone;
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dp.c_moss = c_desert_stone;
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dp.c_stair = c_desert_stone;
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dp.diagonal_dirs = true;
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dp.mossratio = 0.0;
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dp.holesize = v3s16(2, 3, 2);
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dp.roomsize = v3s16(2, 5, 2);
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dp.notifytype = GENNOTIFY_TEMPLE;
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} else if (stone_type == SANDSTONE) {
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dp.c_cobble = c_sandstonebrick;
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dp.c_moss = c_sandstonebrick;
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dp.c_stair = c_sandstonebrick;
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dp.diagonal_dirs = false;
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dp.mossratio = 0.0;
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dp.holesize = v3s16(2, 2, 2);
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dp.roomsize = v3s16(2, 0, 2);
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dp.notifytype = GENNOTIFY_DUNGEON;
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}
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DungeonGen dgen(this, &dp);
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dgen.generate(blockseed, full_node_min, full_node_max);
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}
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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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dustTopNodes();
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//printf("makeChunk: %dms\n", t.stop());
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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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//setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
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// node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
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this->generating = false;
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}
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void MapgenFractal::calculateNoise()
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{
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//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
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s16 x = node_min.X;
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s16 z = node_min.Z;
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noise_seabed->perlinMap2D(x, z);
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// Cave noises are calculated in generateCaves()
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// only if solid terrain is present in mapchunk
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noise_filler_depth->perlinMap2D(x, z);
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noise_heat->perlinMap2D(x, z);
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noise_humidity->perlinMap2D(x, z);
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noise_heat_blend->perlinMap2D(x, z);
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noise_humidity_blend->perlinMap2D(x, z);
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for (s32 i = 0; i < csize.X * csize.Z; i++) {
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noise_heat->result[i] += noise_heat_blend->result[i];
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noise_humidity->result[i] += noise_humidity_blend->result[i];
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}
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heatmap = noise_heat->result;
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humidmap = noise_humidity->result;
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//printf("calculateNoise: %dus\n", t.stop());
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}
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bool MapgenFractal::getFractalAtPoint(s16 x, s16 y, s16 z)
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{
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float cx, cy, cz, cw, ox, oy, oz, ow;
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if (julia) { // Julia set
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cx = julia_x;
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cy = julia_y;
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cz = julia_z;
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cw = julia_w;
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ox = (float)x / scale.X - offset.X;
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oy = (float)y / scale.Y - offset.Y;
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oz = (float)z / scale.Z - offset.Z;
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ow = slice_w;
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} else { // Mandelbrot set
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cx = (float)x / scale.X - offset.X;
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cy = (float)y / scale.Y - offset.Y;
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cz = (float)z / scale.Z - offset.Z;
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cw = slice_w;
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ox = 0.0f;
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oy = 0.0f;
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oz = 0.0f;
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ow = 0.0f;
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}
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float nx = 0.0f;
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float ny = 0.0f;
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float nz = 0.0f;
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float nw = 0.0f;
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for (u16 iter = 0; iter < iterations; iter++) {
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if (formula == 1) { // 4D "Roundy"
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nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
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ny = 2.0f * (ox * oy + oz * ow) + cy;
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nz = 2.0f * (ox * oz + oy * ow) + cz;
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nw = 2.0f * (ox * ow + oy * oz) + cw;
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} else if (formula == 2) { // 4D "Squarry"
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nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
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ny = 2.0f * (ox * oy + oz * ow) + cy;
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nz = 2.0f * (ox * oz + oy * ow) + cz;
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nw = 2.0f * (ox * ow - oy * oz) + cw;
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} else if (formula == 3) { // 4D "Mandy Cousin"
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nx = ox * ox - oy * oy - oz * oz + ow * ow + cx;
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ny = 2.0f * (ox * oy + oz * ow) + cy;
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nz = 2.0f * (ox * oz + oy * ow) + cz;
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nw = 2.0f * (ox * ow + oy * oz) + cw;
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} else if (formula == 4) { // 4D "Variation"
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nx = ox * ox - oy * oy - oz * oz - ow * ow + cx;
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ny = 2.0f * (ox * oy + oz * ow) + cy;
|
|
nz = 2.0f * (ox * oz - oy * ow) + cz;
|
|
nw = 2.0f * (ox * ow + oy * oz) + cw;
|
|
} else if (formula == 5) { // 3D "Mandelbrot/Mandelbar"
|
|
nx = ox * ox - oy * oy - oz * oz + cx;
|
|
ny = 2.0f * ox * oy + cy;
|
|
nz = -2.0f * ox * oz + cz;
|
|
} else if (formula == 6) { // 3D "Christmas Tree"
|
|
// Altering the formula here is necessary to avoid division by zero
|
|
if (fabs(oz) < 0.000000001f) {
|
|
nx = ox * ox - oy * oy - oz * oz + cx;
|
|
ny = 2.0f * oy * ox + cy;
|
|
nz = 4.0f * oz * ox + cz;
|
|
} else {
|
|
float a = (2.0f * ox) / (sqrt(oy * oy + oz * oz));
|
|
nx = ox * ox - oy * oy - oz * oz + cx;
|
|
ny = a * (oy * oy - oz * oz) + cy;
|
|
nz = a * 2.0f * oy * oz + cz;
|
|
}
|
|
} else if (formula == 7) { // 3D "Mandelbulb"
|
|
if (fabs(oy) < 0.000000001f) {
|
|
nx = ox * ox - oz * oz + cx;
|
|
ny = cy;
|
|
nz = -2.0f * oz * sqrt(ox * ox) + cz;
|
|
} else {
|
|
float a = 1.0f - (oz * oz) / (ox * ox + oy * oy);
|
|
nx = (ox * ox - oy * oy) * a + cx;
|
|
ny = 2.0f * ox * oy * a + cy;
|
|
nz = -2.0f * oz * sqrt(ox * ox + oy * oy) + cz;
|
|
}
|
|
} else if (formula == 8) { // 3D "Cosine Mandelbulb"
|
|
if (fabs(oy) < 0.000000001f) {
|
|
nx = 2.0f * ox * oz + cx;
|
|
ny = 4.0f * oy * oz + cy;
|
|
nz = oz * oz - ox * ox - oy * oy + cz;
|
|
} else {
|
|
float a = (2.0f * oz) / sqrt(ox * ox + oy * oy);
|
|
nx = (ox * ox - oy * oy) * a + cx;
|
|
ny = 2.0f * ox * oy * a + cy;
|
|
nz = oz * oz - ox * ox - oy * oy + cz;
|
|
}
|
|
} else if (formula == 9) { // 4D "Mandelbulb"
|
|
float rxy = sqrt(ox * ox + oy * oy);
|
|
float rxyz = sqrt(ox * ox + oy * oy + oz * oz);
|
|
if (fabs(ow) < 0.000000001f && fabs(oz) < 0.000000001f) {
|
|
nx = (ox * ox - oy * oy) + cx;
|
|
ny = 2.0f * ox * oy + cy;
|
|
nz = -2.0f * rxy * oz + cz;
|
|
nw = 2.0f * rxyz * ow + cw;
|
|
} else {
|
|
float a = 1.0f - (ow * ow) / (rxyz * rxyz);
|
|
float b = a * (1.0f - (oz * oz) / (rxy * rxy));
|
|
nx = (ox * ox - oy * oy) * b + cx;
|
|
ny = 2.0f * ox * oy * b + cy;
|
|
nz = -2.0f * rxy * oz * a + cz;
|
|
nw = 2.0f * rxyz * ow + cw;
|
|
}
|
|
}
|
|
|
|
if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0f)
|
|
return false;
|
|
|
|
ox = nx;
|
|
oy = ny;
|
|
oz = nz;
|
|
ow = nw;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
s16 MapgenFractal::generateTerrain()
|
|
{
|
|
MapNode n_air(CONTENT_AIR);
|
|
MapNode n_stone(c_stone);
|
|
MapNode n_water(c_water_source);
|
|
|
|
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 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
|
|
u32 vi = vm->m_area.index(node_min.X, y, z);
|
|
for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index2d++) {
|
|
if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
|
|
s16 seabed_height = noise_seabed->result[index2d];
|
|
|
|
if (y <= seabed_height || getFractalAtPoint(x, y, z)) {
|
|
vm->m_data[vi] = n_stone;
|
|
if (y > stone_surface_max_y)
|
|
stone_surface_max_y = y;
|
|
} else if (y <= water_level) {
|
|
vm->m_data[vi] = n_water;
|
|
} else {
|
|
vm->m_data[vi] = n_air;
|
|
}
|
|
}
|
|
}
|
|
index2d -= ystride;
|
|
}
|
|
index2d += ystride;
|
|
}
|
|
|
|
return stone_surface_max_y;
|
|
}
|
|
|
|
|
|
MgStoneType MapgenFractal::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 && (air_above || !biome))) {
|
|
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);
|
|
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)
|
|
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 == 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 MapgenFractal::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 MapgenFractal::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);
|
|
|
|
v3s16 em = vm->m_area.getExtent();
|
|
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++) {
|
|
bool column_is_open = false; // Is column open to overground
|
|
u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
|
|
u32 index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
|
|
(x - node_min.X);
|
|
// Biome of column
|
|
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
|
|
|
|
for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
|
|
y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
|
|
content_t c = vm->m_data[vi].getContent();
|
|
if (c == CONTENT_AIR || c == biome->c_water_top ||
|
|
c == biome->c_water) {
|
|
column_is_open = true;
|
|
continue;
|
|
}
|
|
// Ground
|
|
float d1 = contour(noise_cave1->result[index3d]);
|
|
float d2 = contour(noise_cave2->result[index3d]);
|
|
if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
|
|
// In tunnel and ground content, excavate
|
|
vm->m_data[vi] = MapNode(CONTENT_AIR);
|
|
} else if (column_is_open &&
|
|
(c == biome->c_filler || c == biome->c_stone)) {
|
|
// Tunnel entrance floor
|
|
vm->m_data[vi] = MapNode(biome->c_top);
|
|
column_is_open = false;
|
|
} else {
|
|
column_is_open = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (node_max.Y > MGFRACTAL_LARGE_CAVE_DEPTH)
|
|
return;
|
|
|
|
PseudoRandom ps(blockseed + 21343);
|
|
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);
|
|
}
|
|
}
|