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8516f28458
Previously dungeons > decorations > ores. Decorations depend on the node they are placed on, and ore types are increasingly able to place large continuous volumes of nodes, such as strata. Decorations are increasingly being used underground. The new order avoids a node being changed by ore generation after a decoration has been placed on it. The new order also avoids ores appearing in the walls of a dungeon if the wall nodes match the local stone node.
417 lines
13 KiB
C++
417 lines
13 KiB
C++
/*
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Minetest
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Copyright (C) 2015-2018 paramat
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Copyright (C) 2015-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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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 <cmath>
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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 "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, MapgenFractalParams *params, EmergeManager *emerge)
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: MapgenBasic(mapgenid, params, emerge)
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{
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spflags = params->spflags;
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cave_width = params->cave_width;
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large_cave_depth = params->large_cave_depth;
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lava_depth = params->lava_depth;
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dungeon_ymin = params->dungeon_ymin;
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dungeon_ymax = params->dungeon_ymax;
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fractal = params->fractal;
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iterations = params->iterations;
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scale = params->scale;
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offset = params->offset;
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slice_w = params->slice_w;
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julia_x = params->julia_x;
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julia_y = params->julia_y;
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julia_z = params->julia_z;
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julia_w = params->julia_w;
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//// 2D terrain noise
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noise_seabed = new Noise(¶ms->np_seabed, seed, csize.X, csize.Z);
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noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
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MapgenBasic::np_cave1 = params->np_cave1;
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MapgenBasic::np_cave2 = params->np_cave2;
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formula = fractal / 2 + fractal % 2;
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julia = fractal % 2 == 0;
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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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}
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MapgenFractalParams::MapgenFractalParams():
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np_seabed (-14, 9, v3f(600, 600, 600), 41900, 5, 0.6, 2.0),
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np_filler_depth (0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0),
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np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
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np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0)
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{
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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->getFloatNoEx("mgfractal_cave_width", cave_width);
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settings->getS16NoEx("mgfractal_large_cave_depth", large_cave_depth);
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settings->getS16NoEx("mgfractal_lava_depth", lava_depth);
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settings->getS16NoEx("mgfractal_dungeon_ymin", dungeon_ymin);
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settings->getS16NoEx("mgfractal_dungeon_ymax", dungeon_ymax);
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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->setFloat("mgfractal_cave_width", cave_width);
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settings->setS16("mgfractal_large_cave_depth", large_cave_depth);
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settings->setS16("mgfractal_lava_depth", lava_depth);
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settings->setS16("mgfractal_dungeon_ymin", dungeon_ymin);
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settings->setS16("mgfractal_dungeon_ymax", dungeon_ymax);
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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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// 3 to account for snowblock dust
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if (air_count == 3)
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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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// 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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// Init biome generator, place biome-specific nodes, and build biomemap
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if (flags & MG_BIOMES) {
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biomegen->calcBiomeNoise(node_min);
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generateBiomes();
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}
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if (flags & MG_CAVES) {
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// Generate tunnels
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generateCavesNoiseIntersection(stone_surface_max_y);
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// Generate large randomwalk caves
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generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
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}
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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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if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
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full_node_max.Y <= dungeon_ymax)
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generateDungeons(stone_surface_max_y);
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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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// Sprinkle some dust on top after everything else was generated
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if (flags & MG_BIOMES)
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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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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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switch (formula) {
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default:
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case 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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break;
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case 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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break;
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case 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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break;
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case 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;
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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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break;
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case 5: // 3D "Mandelbrot/Mandelbar"
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nx = ox * ox - oy * oy - oz * oz + cx;
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ny = 2.0f * ox * oy + cy;
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nz = -2.0f * ox * oz + cz;
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break;
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case 6: // 3D "Christmas Tree"
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// Altering the formula here is necessary to avoid division by zero
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if (std::fabs(oz) < 0.000000001f) {
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nx = ox * ox - oy * oy - oz * oz + cx;
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ny = 2.0f * oy * ox + cy;
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nz = 4.0f * oz * ox + cz;
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} else {
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float a = (2.0f * ox) / (std::sqrt(oy * oy + oz * oz));
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nx = ox * ox - oy * oy - oz * oz + cx;
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ny = a * (oy * oy - oz * oz) + cy;
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nz = a * 2.0f * oy * oz + cz;
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}
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break;
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case 7: // 3D "Mandelbulb"
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if (std::fabs(oy) < 0.000000001f) {
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nx = ox * ox - oz * oz + cx;
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ny = cy;
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nz = -2.0f * oz * std::sqrt(ox * ox) + cz;
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} else {
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float a = 1.0f - (oz * oz) / (ox * ox + oy * oy);
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nx = (ox * ox - oy * oy) * a + cx;
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ny = 2.0f * ox * oy * a + cy;
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nz = -2.0f * oz * std::sqrt(ox * ox + oy * oy) + cz;
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}
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break;
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case 8: // 3D "Cosine Mandelbulb"
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if (std::fabs(oy) < 0.000000001f) {
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nx = 2.0f * ox * oz + cx;
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ny = 4.0f * oy * oz + cy;
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nz = oz * oz - ox * ox - oy * oy + cz;
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} else {
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float a = (2.0f * oz) / std::sqrt(ox * ox + oy * oy);
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nx = (ox * ox - oy * oy) * a + cx;
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ny = 2.0f * ox * oy * a + cy;
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nz = oz * oz - ox * ox - oy * oy + cz;
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}
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break;
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case 9: // 4D "Mandelbulb"
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float rxy = std::sqrt(ox * ox + oy * oy);
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float rxyz = std::sqrt(ox * ox + oy * oy + oz * oz);
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if (std::fabs(ow) < 0.000000001f && std::fabs(oz) < 0.000000001f) {
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nx = (ox * ox - oy * oy) + cx;
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ny = 2.0f * ox * oy + cy;
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nz = -2.0f * rxy * oz + cz;
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nw = 2.0f * rxyz * ow + cw;
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} else {
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float a = 1.0f - (ow * ow) / (rxyz * rxyz);
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float b = a * (1.0f - (oz * oz) / (rxy * rxy));
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nx = (ox * ox - oy * oy) * b + cx;
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ny = 2.0f * ox * oy * b + cy;
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nz = -2.0f * rxy * oz * a + cz;
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nw = 2.0f * rxyz * ow + cw;
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}
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break;
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}
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if (nx * nx + ny * ny + nz * nz + nw * nw > 4.0f)
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return false;
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ox = nx;
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oy = ny;
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oz = nz;
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ow = nw;
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}
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return true;
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}
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s16 MapgenFractal::generateTerrain()
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{
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MapNode n_air(CONTENT_AIR);
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MapNode n_stone(c_stone);
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MapNode n_water(c_water_source);
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s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
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u32 index2d = 0;
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noise_seabed->perlinMap2D(node_min.X, node_min.Z);
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for (s16 z = node_min.Z; z <= node_max.Z; z++) {
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for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
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u32 vi = vm->m_area.index(node_min.X, y, z);
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for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index2d++) {
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if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
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s16 seabed_height = noise_seabed->result[index2d];
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if (y <= seabed_height || getFractalAtPoint(x, y, z)) {
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vm->m_data[vi] = n_stone;
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if (y > stone_surface_max_y)
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stone_surface_max_y = y;
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} else if (y <= water_level) {
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vm->m_data[vi] = n_water;
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} else {
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vm->m_data[vi] = n_air;
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}
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}
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}
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index2d -= ystride;
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}
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index2d += ystride;
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}
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return stone_surface_max_y;
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}
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