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fd32005b0f
Also disable CavesRandomWalk at a safer distance from caverns. Excavating liquids in cavern code is unnecessary as in practice we are already successfully disabling the generation of liquid caves that could intersect with caverns and cause excessive amounts of spreading liquids in caverns. However to be safer this commit now disables liquid caves at a larger distance from caverns, to compensate for liquid caves being able to generate up to a mapblock beyond a mapchunk border. Not excavating liquids in cavern code also allows a feature i am working on in experimental new core mapgens, but also allows for more flexibility in future.
292 lines
9.5 KiB
C++
292 lines
9.5 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 "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_v5.h"
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FlagDesc flagdesc_mapgen_v5[] = {
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{"caverns", MGV5_CAVERNS},
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{NULL, 0}
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};
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MapgenV5::MapgenV5(int mapgenid, MapgenV5Params *params, EmergeManager *emerge)
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: MapgenBasic(mapgenid, params, emerge)
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{
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this->spflags = params->spflags;
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this->cave_width = params->cave_width;
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this->cavern_limit = params->cavern_limit;
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this->cavern_taper = params->cavern_taper;
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this->cavern_threshold = params->cavern_threshold;
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// Terrain noise
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noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
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noise_factor = new Noise(¶ms->np_factor, seed, csize.X, csize.Z);
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noise_height = new Noise(¶ms->np_height, seed, csize.X, csize.Z);
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// 3D terrain noise
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// 1-up 1-down overgeneration
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noise_ground = new Noise(¶ms->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
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// 1 down overgeneration
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MapgenBasic::np_cave1 = params->np_cave1;
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MapgenBasic::np_cave2 = params->np_cave2;
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MapgenBasic::np_cavern = params->np_cavern;
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}
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MapgenV5::~MapgenV5()
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{
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delete noise_filler_depth;
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delete noise_factor;
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delete noise_height;
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delete noise_ground;
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}
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MapgenV5Params::MapgenV5Params()
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{
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spflags = MGV5_CAVERNS;
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cave_width = 0.125;
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cavern_limit = -256;
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cavern_taper = 256;
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cavern_threshold = 0.7;
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np_filler_depth = NoiseParams(0, 1, v3f(150, 150, 150), 261, 4, 0.7, 2.0);
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np_factor = NoiseParams(0, 1, v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
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np_height = NoiseParams(0, 10, v3f(250, 250, 250), 84174, 4, 0.5, 2.0);
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np_ground = NoiseParams(0, 40, v3f(80, 80, 80), 983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
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np_cave1 = NoiseParams(0, 12, v3f(50, 50, 50), 52534, 4, 0.5, 2.0);
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np_cave2 = NoiseParams(0, 12, v3f(50, 50, 50), 10325, 4, 0.5, 2.0);
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np_cavern = NoiseParams(0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0);
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}
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void MapgenV5Params::readParams(const Settings *settings)
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{
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settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5);
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settings->getFloatNoEx("mgv5_cave_width", cave_width);
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settings->getS16NoEx("mgv5_cavern_limit", cavern_limit);
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settings->getS16NoEx("mgv5_cavern_taper", cavern_taper);
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settings->getFloatNoEx("mgv5_cavern_threshold", cavern_threshold);
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settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
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settings->getNoiseParams("mgv5_np_factor", np_factor);
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settings->getNoiseParams("mgv5_np_height", np_height);
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settings->getNoiseParams("mgv5_np_ground", np_ground);
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settings->getNoiseParams("mgv5_np_cave1", np_cave1);
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settings->getNoiseParams("mgv5_np_cave2", np_cave2);
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settings->getNoiseParams("mgv5_np_cavern", np_cavern);
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}
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void MapgenV5Params::writeParams(Settings *settings) const
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{
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settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, U32_MAX);
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settings->setFloat("mgv5_cave_width", cave_width);
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settings->setS16("mgv5_cavern_limit", cavern_limit);
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settings->setS16("mgv5_cavern_taper", cavern_taper);
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settings->setFloat("mgv5_cavern_threshold", cavern_threshold);
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settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
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settings->setNoiseParams("mgv5_np_factor", np_factor);
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settings->setNoiseParams("mgv5_np_height", np_height);
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settings->setNoiseParams("mgv5_np_ground", np_ground);
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settings->setNoiseParams("mgv5_np_cave1", np_cave1);
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settings->setNoiseParams("mgv5_np_cave2", np_cave2);
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settings->setNoiseParams("mgv5_np_cavern", np_cavern);
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}
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int MapgenV5::getSpawnLevelAtPoint(v2s16 p)
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{
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//TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
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float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
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if (f < 0.01)
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f = 0.01;
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else if (f >= 1.0)
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f *= 1.6;
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float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
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for (s16 y = 128; y >= -128; y--) {
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float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
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if (n_ground * f > y - h) { // If solid
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// If either top 2 nodes of search are solid this is inside a
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// mountain or floatland with possibly no space for the player to spawn.
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if (y >= 127) {
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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} else { // Ground below at least 2 nodes of empty space
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if (y <= water_level || y > water_level + 16)
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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else
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return y;
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}
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}
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}
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//printf("getGroundLevelAtPoint: %dus\n", t.stop());
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn position, no ground found
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}
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void MapgenV5::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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// Create a block-specific seed
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blockseed = getBlockSeed2(full_node_min, seed);
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// Generate base terrain
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s16 stone_surface_max_y = generateBaseTerrain();
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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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biomegen->calcBiomeNoise(node_min);
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MgStoneType stone_type = generateBiomes();
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// Generate caverns, tunnels and classic caves
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if (flags & MG_CAVES) {
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bool near_cavern = false;
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// Generate caverns
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if (spflags & MGV5_CAVERNS)
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near_cavern = generateCaverns(stone_surface_max_y);
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// Generate tunnels and classic caves
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if (near_cavern)
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// Disable classic caves in this mapchunk by setting
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// 'large cave depth' to world base. Avoids excessive liquid in
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// large caverns and floating blobs of overgenerated liquid.
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generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
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else
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generateCaves(stone_surface_max_y, MGV5_LARGE_CAVE_DEPTH);
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}
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// Generate dungeons and desert temples
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if (flags & MG_DUNGEONS)
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generateDungeons(stone_surface_max_y, stone_type);
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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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// Add top and bottom side of water to transforming_liquid queue
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updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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// Calculate lighting
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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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}
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this->generating = false;
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}
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int MapgenV5::generateBaseTerrain()
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{
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u32 index = 0;
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u32 index2d = 0;
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int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
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noise_factor->perlinMap2D(node_min.X, node_min.Z);
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noise_height->perlinMap2D(node_min.X, node_min.Z);
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noise_ground->perlinMap3D(node_min.X, node_min.Y - 1, 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++, index++, index2d++) {
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if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
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continue;
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float f = 0.55 + noise_factor->result[index2d];
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if (f < 0.01)
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f = 0.01;
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else if (f >= 1.0)
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f *= 1.6;
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float h = noise_height->result[index2d];
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if (noise_ground->result[index] * f < y - h) {
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if (y <= water_level)
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vm->m_data[vi] = MapNode(c_water_source);
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else
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vm->m_data[vi] = MapNode(CONTENT_AIR);
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} else {
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vm->m_data[vi] = MapNode(c_stone);
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if (y > stone_surface_max_y)
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stone_surface_max_y = y;
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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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