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b1b40fef16
This allows games to specify biome cave liquids and avoid the old hardcoded behaviour, but preserves the ability to have multiple cave liquids in one biome, such as lava and water. When multiple cave liquids are defined by the biome definition, make each entire cave use a randomly chosen liquid, instead of every small cave segment using a randomly chosen liquid. Plus an optimisation: Don't place nodes if cave liquid is defined as 'air'
912 lines
25 KiB
C++
912 lines
25 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2018 celeron55, Perttu Ahola <celeron55@gmail.com>
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Copyright (C) 2010-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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Copyright (C) 2015-2018 paramat
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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 "util/numeric.h"
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#include <cmath>
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#include "map.h"
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#include "mapgen.h"
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#include "mapgen_v5.h"
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#include "mapgen_v6.h"
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#include "mapgen_v7.h"
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#include "mg_biome.h"
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#include "cavegen.h"
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static NoiseParams nparams_caveliquids(0, 1, v3f(150.0, 150.0, 150.0), 776, 3, 0.6, 2.0);
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////
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//// CavesNoiseIntersection
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////
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CavesNoiseIntersection::CavesNoiseIntersection(
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const NodeDefManager *nodedef, BiomeManager *biomemgr, v3s16 chunksize,
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NoiseParams *np_cave1, NoiseParams *np_cave2, s32 seed, float cave_width)
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{
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assert(nodedef);
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assert(biomemgr);
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m_ndef = nodedef;
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m_bmgr = biomemgr;
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m_csize = chunksize;
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m_cave_width = cave_width;
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m_ystride = m_csize.X;
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m_zstride_1d = m_csize.X * (m_csize.Y + 1);
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// Noises are created using 1-down overgeneration
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// A Nx-by-1-by-Nz-sized plane is at the bottom of the desired for
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// re-carving the solid overtop placed for blocking sunlight
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noise_cave1 = new Noise(np_cave1, seed, m_csize.X, m_csize.Y + 1, m_csize.Z);
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noise_cave2 = new Noise(np_cave2, seed, m_csize.X, m_csize.Y + 1, m_csize.Z);
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}
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CavesNoiseIntersection::~CavesNoiseIntersection()
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{
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delete noise_cave1;
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delete noise_cave2;
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}
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void CavesNoiseIntersection::generateCaves(MMVManip *vm,
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v3s16 nmin, v3s16 nmax, u8 *biomemap)
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{
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assert(vm);
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assert(biomemap);
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noise_cave1->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
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noise_cave2->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
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const v3s16 &em = vm->m_area.getExtent();
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u32 index2d = 0; // Biomemap index
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for (s16 z = nmin.Z; z <= nmax.Z; z++)
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for (s16 x = nmin.X; x <= nmax.X; x++, index2d++) {
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bool column_is_open = false; // Is column open to overground
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bool is_under_river = false; // Is column under river water
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bool is_under_tunnel = false; // Is tunnel or is under tunnel
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bool is_top_filler_above = false; // Is top or filler above node
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// Indexes at column top
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u32 vi = vm->m_area.index(x, nmax.Y, z);
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u32 index3d = (z - nmin.Z) * m_zstride_1d + m_csize.Y * m_ystride +
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(x - nmin.X); // 3D noise index
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// Biome of column
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Biome *biome = (Biome *)m_bmgr->getRaw(biomemap[index2d]);
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u16 depth_top = biome->depth_top;
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u16 base_filler = depth_top + biome->depth_filler;
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u16 depth_riverbed = biome->depth_riverbed;
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u16 nplaced = 0;
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// Don't excavate the overgenerated stone at nmax.Y + 1,
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// this creates a 'roof' over the tunnel, preventing light in
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// tunnels at mapchunk borders when generating mapchunks upwards.
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// This 'roof' is removed when the mapchunk above is generated.
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for (s16 y = nmax.Y; y >= nmin.Y - 1; y--,
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index3d -= m_ystride,
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VoxelArea::add_y(em, vi, -1)) {
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content_t c = vm->m_data[vi].getContent();
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if (c == CONTENT_AIR || c == biome->c_water_top ||
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c == biome->c_water) {
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column_is_open = true;
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is_top_filler_above = false;
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continue;
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}
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if (c == biome->c_river_water) {
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column_is_open = true;
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is_under_river = true;
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is_top_filler_above = false;
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continue;
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}
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// Ground
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float d1 = contour(noise_cave1->result[index3d]);
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float d2 = contour(noise_cave2->result[index3d]);
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if (d1 * d2 > m_cave_width && m_ndef->get(c).is_ground_content) {
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// In tunnel and ground content, excavate
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vm->m_data[vi] = MapNode(CONTENT_AIR);
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is_under_tunnel = true;
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// If tunnel roof is top or filler, replace with stone
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if (is_top_filler_above)
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vm->m_data[vi + em.X] = MapNode(biome->c_stone);
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is_top_filler_above = false;
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} else if (column_is_open && is_under_tunnel &&
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(c == biome->c_stone || c == biome->c_filler)) {
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// Tunnel entrance floor, place biome surface nodes
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if (is_under_river) {
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if (nplaced < depth_riverbed) {
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vm->m_data[vi] = MapNode(biome->c_riverbed);
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is_top_filler_above = true;
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nplaced++;
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} else {
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// Disable top/filler placement
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column_is_open = false;
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is_under_river = false;
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is_under_tunnel = false;
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}
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} else if (nplaced < depth_top) {
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vm->m_data[vi] = MapNode(biome->c_top);
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is_top_filler_above = true;
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nplaced++;
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} else if (nplaced < base_filler) {
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vm->m_data[vi] = MapNode(biome->c_filler);
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is_top_filler_above = true;
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nplaced++;
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} else {
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// Disable top/filler placement
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column_is_open = false;
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is_under_tunnel = false;
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}
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} else {
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// Not tunnel or tunnel entrance floor
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// Check node for possible replacing with stone for tunnel roof
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if (c == biome->c_top || c == biome->c_filler)
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is_top_filler_above = true;
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column_is_open = false;
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}
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}
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}
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}
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////
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//// CavernsNoise
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////
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CavernsNoise::CavernsNoise(
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const NodeDefManager *nodedef, v3s16 chunksize, NoiseParams *np_cavern,
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s32 seed, float cavern_limit, float cavern_taper, float cavern_threshold)
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{
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assert(nodedef);
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m_ndef = nodedef;
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m_csize = chunksize;
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m_cavern_limit = cavern_limit;
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m_cavern_taper = cavern_taper;
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m_cavern_threshold = cavern_threshold;
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m_ystride = m_csize.X;
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m_zstride_1d = m_csize.X * (m_csize.Y + 1);
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// Noise is created using 1-down overgeneration
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// A Nx-by-1-by-Nz-sized plane is at the bottom of the desired for
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// re-carving the solid overtop placed for blocking sunlight
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noise_cavern = new Noise(np_cavern, seed, m_csize.X, m_csize.Y + 1, m_csize.Z);
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c_water_source = m_ndef->getId("mapgen_water_source");
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if (c_water_source == CONTENT_IGNORE)
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c_water_source = CONTENT_AIR;
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c_lava_source = m_ndef->getId("mapgen_lava_source");
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if (c_lava_source == CONTENT_IGNORE)
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c_lava_source = CONTENT_AIR;
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}
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CavernsNoise::~CavernsNoise()
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{
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delete noise_cavern;
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}
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bool CavernsNoise::generateCaverns(MMVManip *vm, v3s16 nmin, v3s16 nmax)
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{
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assert(vm);
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// Calculate noise
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noise_cavern->perlinMap3D(nmin.X, nmin.Y - 1, nmin.Z);
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// Cache cavern_amp values
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float *cavern_amp = new float[m_csize.Y + 1];
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u8 cavern_amp_index = 0; // Index zero at column top
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for (s16 y = nmax.Y; y >= nmin.Y - 1; y--, cavern_amp_index++) {
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cavern_amp[cavern_amp_index] =
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MYMIN((m_cavern_limit - y) / (float)m_cavern_taper, 1.0f);
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}
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//// Place nodes
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bool near_cavern = false;
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const v3s16 &em = vm->m_area.getExtent();
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u32 index2d = 0;
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for (s16 z = nmin.Z; z <= nmax.Z; z++)
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for (s16 x = nmin.X; x <= nmax.X; x++, index2d++) {
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// Reset cave_amp index to column top
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cavern_amp_index = 0;
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// Initial voxelmanip index at column top
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u32 vi = vm->m_area.index(x, nmax.Y, z);
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// Initial 3D noise index at column top
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u32 index3d = (z - nmin.Z) * m_zstride_1d + m_csize.Y * m_ystride +
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(x - nmin.X);
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// Don't excavate the overgenerated stone at node_max.Y + 1,
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// this creates a 'roof' over the cavern, preventing light in
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// caverns at mapchunk borders when generating mapchunks upwards.
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// This 'roof' is excavated when the mapchunk above is generated.
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for (s16 y = nmax.Y; y >= nmin.Y - 1; y--,
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index3d -= m_ystride,
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VoxelArea::add_y(em, vi, -1),
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cavern_amp_index++) {
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content_t c = vm->m_data[vi].getContent();
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float n_absamp_cavern = std::fabs(noise_cavern->result[index3d]) *
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cavern_amp[cavern_amp_index];
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// Disable CavesRandomWalk at a safe distance from caverns
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// to avoid excessively spreading liquids in caverns.
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if (n_absamp_cavern > m_cavern_threshold - 0.1f) {
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near_cavern = true;
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if (n_absamp_cavern > m_cavern_threshold &&
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m_ndef->get(c).is_ground_content)
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vm->m_data[vi] = MapNode(CONTENT_AIR);
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}
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}
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}
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delete[] cavern_amp;
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return near_cavern;
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}
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////
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//// CavesRandomWalk
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////
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CavesRandomWalk::CavesRandomWalk(
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const NodeDefManager *ndef,
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GenerateNotifier *gennotify,
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s32 seed,
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int water_level,
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content_t water_source,
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content_t lava_source,
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int lava_depth,
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BiomeGen *biomegen)
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{
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assert(ndef);
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this->ndef = ndef;
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this->gennotify = gennotify;
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this->seed = seed;
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this->water_level = water_level;
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this->np_caveliquids = &nparams_caveliquids;
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this->lava_depth = lava_depth;
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this->bmgn = biomegen;
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c_water_source = water_source;
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if (c_water_source == CONTENT_IGNORE)
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c_water_source = ndef->getId("mapgen_water_source");
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if (c_water_source == CONTENT_IGNORE)
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c_water_source = CONTENT_AIR;
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c_lava_source = lava_source;
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if (c_lava_source == CONTENT_IGNORE)
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c_lava_source = ndef->getId("mapgen_lava_source");
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if (c_lava_source == CONTENT_IGNORE)
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c_lava_source = CONTENT_AIR;
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}
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void CavesRandomWalk::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
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PseudoRandom *ps, bool is_large_cave, int max_stone_height, s16 *heightmap)
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{
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assert(vm);
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assert(ps);
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this->vm = vm;
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this->ps = ps;
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this->node_min = nmin;
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this->node_max = nmax;
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this->heightmap = heightmap;
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this->large_cave = is_large_cave;
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this->ystride = nmax.X - nmin.X + 1;
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flooded = ps->range(1, 2) == 2;
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// If flooded:
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// Get biome at mapchunk midpoint. If cave liquid defined for biome, use it.
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// If defined liquid is "air", disable 'flooded' to avoid placing "air".
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use_biome_liquid = false;
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if (flooded && bmgn) {
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v3s16 midp = node_min + (node_max - node_min) / v3s16(2, 2, 2);
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Biome *biome = (Biome *)bmgn->getBiomeAtPoint(midp);
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if (biome->c_cave_liquid[0] != CONTENT_IGNORE) {
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use_biome_liquid = true;
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c_biome_liquid =
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biome->c_cave_liquid[ps->range(0, biome->c_cave_liquid.size() - 1)];
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if (c_biome_liquid == CONTENT_AIR)
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flooded = false;
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}
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}
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// Set initial parameters from randomness
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int dswitchint = ps->range(1, 14);
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if (large_cave) {
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part_max_length_rs = ps->range(2, 4);
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tunnel_routepoints = ps->range(5, ps->range(15, 30));
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min_tunnel_diameter = 5;
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max_tunnel_diameter = ps->range(7, ps->range(8, 24));
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} else {
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part_max_length_rs = ps->range(2, 9);
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tunnel_routepoints = ps->range(10, ps->range(15, 30));
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min_tunnel_diameter = 2;
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max_tunnel_diameter = ps->range(2, 6);
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}
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large_cave_is_flat = (ps->range(0, 1) == 0);
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main_direction = v3f(0, 0, 0);
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// Allowed route area size in nodes
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ar = node_max - node_min + v3s16(1, 1, 1);
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// Area starting point in nodes
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of = node_min;
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// Allow a bit more
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//(this should be more than the maximum radius of the tunnel)
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const s16 insure = 10;
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s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
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ar += v3s16(1, 0, 1) * more * 2;
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of -= v3s16(1, 0, 1) * more;
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route_y_min = 0;
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// Allow half a diameter + 7 over stone surface
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route_y_max = -of.Y + max_stone_height + max_tunnel_diameter / 2 + 7;
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// Limit maximum to area
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route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
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if (large_cave) {
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s16 minpos = 0;
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if (node_min.Y < water_level && node_max.Y > water_level) {
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minpos = water_level - max_tunnel_diameter / 3 - of.Y;
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route_y_max = water_level + max_tunnel_diameter / 3 - of.Y;
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}
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route_y_min = ps->range(minpos, minpos + max_tunnel_diameter);
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route_y_min = rangelim(route_y_min, 0, route_y_max);
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}
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s16 route_start_y_min = route_y_min;
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s16 route_start_y_max = route_y_max;
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route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1);
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route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
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// Randomize starting position
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orp.Z = (float)(ps->next() % ar.Z) + 0.5f;
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orp.Y = (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5f;
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orp.X = (float)(ps->next() % ar.X) + 0.5f;
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// Add generation notify begin event
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if (gennotify) {
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v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
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GenNotifyType notifytype = large_cave ?
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GENNOTIFY_LARGECAVE_BEGIN : GENNOTIFY_CAVE_BEGIN;
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gennotify->addEvent(notifytype, abs_pos);
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}
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// Generate some tunnel starting from orp
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for (u16 j = 0; j < tunnel_routepoints; j++)
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makeTunnel(j % dswitchint == 0);
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// Add generation notify end event
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if (gennotify) {
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v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
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GenNotifyType notifytype = large_cave ?
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GENNOTIFY_LARGECAVE_END : GENNOTIFY_CAVE_END;
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gennotify->addEvent(notifytype, abs_pos);
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}
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}
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void CavesRandomWalk::makeTunnel(bool dirswitch)
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{
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if (dirswitch && !large_cave) {
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main_direction.Z = ((float)(ps->next() % 20) - (float)10) / 10;
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main_direction.Y = ((float)(ps->next() % 20) - (float)10) / 30;
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main_direction.X = ((float)(ps->next() % 20) - (float)10) / 10;
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main_direction *= (float)ps->range(0, 10) / 10;
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}
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// Randomize size
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s16 min_d = min_tunnel_diameter;
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s16 max_d = max_tunnel_diameter;
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rs = ps->range(min_d, max_d);
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s16 rs_part_max_length_rs = rs * part_max_length_rs;
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v3s16 maxlen;
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if (large_cave) {
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maxlen = v3s16(
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rs_part_max_length_rs,
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rs_part_max_length_rs / 2,
|
|
rs_part_max_length_rs
|
|
);
|
|
} else {
|
|
maxlen = v3s16(
|
|
rs_part_max_length_rs,
|
|
ps->range(1, rs_part_max_length_rs),
|
|
rs_part_max_length_rs
|
|
);
|
|
}
|
|
|
|
v3f vec;
|
|
// Jump downward sometimes
|
|
if (!large_cave && ps->range(0, 12) == 0) {
|
|
vec.Z = (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2;
|
|
vec.Y = (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y;
|
|
vec.X = (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2;
|
|
} else {
|
|
vec.Z = (float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2;
|
|
vec.Y = (float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2;
|
|
vec.X = (float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2;
|
|
}
|
|
|
|
// Do not make caves that are above ground.
|
|
// It is only necessary to check the startpoint and endpoint.
|
|
v3s16 p1 = v3s16(orp.X, orp.Y, orp.Z) + of + rs / 2;
|
|
v3s16 p2 = v3s16(vec.X, vec.Y, vec.Z) + p1;
|
|
if (isPosAboveSurface(p1) || isPosAboveSurface(p2))
|
|
return;
|
|
|
|
vec += main_direction;
|
|
|
|
v3f rp = orp + vec;
|
|
if (rp.X < 0)
|
|
rp.X = 0;
|
|
else if (rp.X >= ar.X)
|
|
rp.X = ar.X - 1;
|
|
|
|
if (rp.Y < route_y_min)
|
|
rp.Y = route_y_min;
|
|
else if (rp.Y >= route_y_max)
|
|
rp.Y = route_y_max - 1;
|
|
|
|
if (rp.Z < 0)
|
|
rp.Z = 0;
|
|
else if (rp.Z >= ar.Z)
|
|
rp.Z = ar.Z - 1;
|
|
|
|
vec = rp - orp;
|
|
|
|
float veclen = vec.getLength();
|
|
if (veclen < 0.05f)
|
|
veclen = 1.0f;
|
|
|
|
// Every second section is rough
|
|
bool randomize_xz = (ps->range(1, 2) == 1);
|
|
|
|
// Carve routes
|
|
for (float f = 0.f; f < 1.0f; f += 1.0f / veclen)
|
|
carveRoute(vec, f, randomize_xz);
|
|
|
|
orp = rp;
|
|
}
|
|
|
|
|
|
void CavesRandomWalk::carveRoute(v3f vec, float f, bool randomize_xz)
|
|
{
|
|
MapNode airnode(CONTENT_AIR);
|
|
MapNode waternode(c_water_source);
|
|
MapNode lavanode(c_lava_source);
|
|
|
|
v3s16 startp(orp.X, orp.Y, orp.Z);
|
|
startp += of;
|
|
|
|
v3f fp = orp + vec * f;
|
|
fp.X += 0.1f * ps->range(-10, 10);
|
|
fp.Z += 0.1f * ps->range(-10, 10);
|
|
v3s16 cp(fp.X, fp.Y, fp.Z);
|
|
|
|
// Choose cave liquid
|
|
MapNode liquidnode = CONTENT_IGNORE;
|
|
|
|
if (flooded) {
|
|
if (use_biome_liquid) {
|
|
liquidnode = c_biome_liquid;
|
|
} else {
|
|
// If cave liquid not defined by biome, fallback to old hardcoded behaviour
|
|
float nval = NoisePerlin3D(np_caveliquids, startp.X,
|
|
startp.Y, startp.Z, seed);
|
|
liquidnode = (nval < 0.40f && node_max.Y < lava_depth) ?
|
|
lavanode : waternode;
|
|
}
|
|
}
|
|
|
|
s16 d0 = -rs / 2;
|
|
s16 d1 = d0 + rs;
|
|
if (randomize_xz) {
|
|
d0 += ps->range(-1, 1);
|
|
d1 += ps->range(-1, 1);
|
|
}
|
|
|
|
bool flat_cave_floor = !large_cave && ps->range(0, 2) == 2;
|
|
|
|
for (s16 z0 = d0; z0 <= d1; z0++) {
|
|
s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
|
|
for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
|
|
s16 maxabsxz = MYMAX(abs(x0), abs(z0));
|
|
|
|
s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
|
|
|
|
for (s16 y0 = -si2; y0 <= si2; y0++) {
|
|
// Make better floors in small caves
|
|
if (flat_cave_floor && y0 <= -rs / 2 && rs <= 7)
|
|
continue;
|
|
|
|
if (large_cave_is_flat) {
|
|
// Make large caves not so tall
|
|
if (rs > 7 && abs(y0) >= rs / 3)
|
|
continue;
|
|
}
|
|
|
|
v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
|
|
p += of;
|
|
|
|
if (!vm->m_area.contains(p))
|
|
continue;
|
|
|
|
u32 i = vm->m_area.index(p);
|
|
content_t c = vm->m_data[i].getContent();
|
|
if (!ndef->get(c).is_ground_content)
|
|
continue;
|
|
|
|
if (large_cave) {
|
|
int full_ymin = node_min.Y - MAP_BLOCKSIZE;
|
|
int full_ymax = node_max.Y + MAP_BLOCKSIZE;
|
|
|
|
if (flooded && full_ymin < water_level && full_ymax > water_level)
|
|
vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
|
|
else if (flooded && full_ymax < water_level)
|
|
vm->m_data[i] = (p.Y < startp.Y - 4) ? liquidnode : airnode;
|
|
else
|
|
vm->m_data[i] = airnode;
|
|
} else {
|
|
vm->m_data[i] = airnode;
|
|
vm->m_flags[i] |= VMANIP_FLAG_CAVE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
inline bool CavesRandomWalk::isPosAboveSurface(v3s16 p)
|
|
{
|
|
if (heightmap != NULL &&
|
|
p.Z >= node_min.Z && p.Z <= node_max.Z &&
|
|
p.X >= node_min.X && p.X <= node_max.X) {
|
|
u32 index = (p.Z - node_min.Z) * ystride + (p.X - node_min.X);
|
|
if (heightmap[index] < p.Y)
|
|
return true;
|
|
} else if (p.Y > water_level) {
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
////
|
|
//// CavesV6
|
|
////
|
|
|
|
CavesV6::CavesV6(const NodeDefManager *ndef, GenerateNotifier *gennotify,
|
|
int water_level, content_t water_source, content_t lava_source)
|
|
{
|
|
assert(ndef);
|
|
|
|
this->ndef = ndef;
|
|
this->gennotify = gennotify;
|
|
this->water_level = water_level;
|
|
|
|
c_water_source = water_source;
|
|
if (c_water_source == CONTENT_IGNORE)
|
|
c_water_source = ndef->getId("mapgen_water_source");
|
|
if (c_water_source == CONTENT_IGNORE)
|
|
c_water_source = CONTENT_AIR;
|
|
|
|
c_lava_source = lava_source;
|
|
if (c_lava_source == CONTENT_IGNORE)
|
|
c_lava_source = ndef->getId("mapgen_lava_source");
|
|
if (c_lava_source == CONTENT_IGNORE)
|
|
c_lava_source = CONTENT_AIR;
|
|
}
|
|
|
|
|
|
void CavesV6::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
|
|
PseudoRandom *ps, PseudoRandom *ps2,
|
|
bool is_large_cave, int max_stone_height, s16 *heightmap)
|
|
{
|
|
assert(vm);
|
|
assert(ps);
|
|
assert(ps2);
|
|
|
|
this->vm = vm;
|
|
this->ps = ps;
|
|
this->ps2 = ps2;
|
|
this->node_min = nmin;
|
|
this->node_max = nmax;
|
|
this->heightmap = heightmap;
|
|
this->large_cave = is_large_cave;
|
|
|
|
this->ystride = nmax.X - nmin.X + 1;
|
|
|
|
// Set initial parameters from randomness
|
|
min_tunnel_diameter = 2;
|
|
max_tunnel_diameter = ps->range(2, 6);
|
|
int dswitchint = ps->range(1, 14);
|
|
if (large_cave) {
|
|
part_max_length_rs = ps->range(2, 4);
|
|
tunnel_routepoints = ps->range(5, ps->range(15, 30));
|
|
min_tunnel_diameter = 5;
|
|
max_tunnel_diameter = ps->range(7, ps->range(8, 24));
|
|
} else {
|
|
part_max_length_rs = ps->range(2, 9);
|
|
tunnel_routepoints = ps->range(10, ps->range(15, 30));
|
|
}
|
|
large_cave_is_flat = (ps->range(0, 1) == 0);
|
|
|
|
main_direction = v3f(0, 0, 0);
|
|
|
|
// Allowed route area size in nodes
|
|
ar = node_max - node_min + v3s16(1, 1, 1);
|
|
// Area starting point in nodes
|
|
of = node_min;
|
|
|
|
// Allow a bit more
|
|
//(this should be more than the maximum radius of the tunnel)
|
|
const s16 max_spread_amount = MAP_BLOCKSIZE;
|
|
const s16 insure = 10;
|
|
s16 more = MYMAX(max_spread_amount - max_tunnel_diameter / 2 - insure, 1);
|
|
ar += v3s16(1, 0, 1) * more * 2;
|
|
of -= v3s16(1, 0, 1) * more;
|
|
|
|
route_y_min = 0;
|
|
// Allow half a diameter + 7 over stone surface
|
|
route_y_max = -of.Y + max_stone_height + max_tunnel_diameter / 2 + 7;
|
|
|
|
// Limit maximum to area
|
|
route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
|
|
|
|
if (large_cave) {
|
|
s16 minpos = 0;
|
|
if (node_min.Y < water_level && node_max.Y > water_level) {
|
|
minpos = water_level - max_tunnel_diameter / 3 - of.Y;
|
|
route_y_max = water_level + max_tunnel_diameter / 3 - of.Y;
|
|
}
|
|
route_y_min = ps->range(minpos, minpos + max_tunnel_diameter);
|
|
route_y_min = rangelim(route_y_min, 0, route_y_max);
|
|
}
|
|
|
|
s16 route_start_y_min = route_y_min;
|
|
s16 route_start_y_max = route_y_max;
|
|
|
|
route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1);
|
|
route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
|
|
|
|
// Randomize starting position
|
|
orp.Z = (float)(ps->next() % ar.Z) + 0.5f;
|
|
orp.Y = (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5f;
|
|
orp.X = (float)(ps->next() % ar.X) + 0.5f;
|
|
|
|
// Add generation notify begin event
|
|
if (gennotify != NULL) {
|
|
v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
|
|
GenNotifyType notifytype = large_cave ?
|
|
GENNOTIFY_LARGECAVE_BEGIN : GENNOTIFY_CAVE_BEGIN;
|
|
gennotify->addEvent(notifytype, abs_pos);
|
|
}
|
|
|
|
// Generate some tunnel starting from orp
|
|
for (u16 j = 0; j < tunnel_routepoints; j++)
|
|
makeTunnel(j % dswitchint == 0);
|
|
|
|
// Add generation notify end event
|
|
if (gennotify != NULL) {
|
|
v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
|
|
GenNotifyType notifytype = large_cave ?
|
|
GENNOTIFY_LARGECAVE_END : GENNOTIFY_CAVE_END;
|
|
gennotify->addEvent(notifytype, abs_pos);
|
|
}
|
|
}
|
|
|
|
|
|
void CavesV6::makeTunnel(bool dirswitch)
|
|
{
|
|
if (dirswitch && !large_cave) {
|
|
main_direction.Z = ((float)(ps->next() % 20) - (float)10) / 10;
|
|
main_direction.Y = ((float)(ps->next() % 20) - (float)10) / 30;
|
|
main_direction.X = ((float)(ps->next() % 20) - (float)10) / 10;
|
|
|
|
main_direction *= (float)ps->range(0, 10) / 10;
|
|
}
|
|
|
|
// Randomize size
|
|
s16 min_d = min_tunnel_diameter;
|
|
s16 max_d = max_tunnel_diameter;
|
|
rs = ps->range(min_d, max_d);
|
|
s16 rs_part_max_length_rs = rs * part_max_length_rs;
|
|
|
|
v3s16 maxlen;
|
|
if (large_cave) {
|
|
maxlen = v3s16(
|
|
rs_part_max_length_rs,
|
|
rs_part_max_length_rs / 2,
|
|
rs_part_max_length_rs
|
|
);
|
|
} else {
|
|
maxlen = v3s16(
|
|
rs_part_max_length_rs,
|
|
ps->range(1, rs_part_max_length_rs),
|
|
rs_part_max_length_rs
|
|
);
|
|
}
|
|
|
|
v3f vec;
|
|
vec.Z = (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2;
|
|
vec.Y = (float)(ps->next() % maxlen.Y) - (float)maxlen.Y / 2;
|
|
vec.X = (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2;
|
|
|
|
// Jump downward sometimes
|
|
if (!large_cave && ps->range(0, 12) == 0) {
|
|
vec.Z = (float)(ps->next() % maxlen.Z) - (float)maxlen.Z / 2;
|
|
vec.Y = (float)(ps->next() % (maxlen.Y * 2)) - (float)maxlen.Y;
|
|
vec.X = (float)(ps->next() % maxlen.X) - (float)maxlen.X / 2;
|
|
}
|
|
|
|
// Do not make caves that are entirely above ground, to fix shadow bugs
|
|
// caused by overgenerated large caves.
|
|
// It is only necessary to check the startpoint and endpoint.
|
|
v3s16 p1 = v3s16(orp.X, orp.Y, orp.Z) + of + rs / 2;
|
|
v3s16 p2 = v3s16(vec.X, vec.Y, vec.Z) + p1;
|
|
|
|
// If startpoint and endpoint are above ground, disable placement of nodes
|
|
// in carveRoute while still running all PseudoRandom calls to ensure caves
|
|
// are consistent with existing worlds.
|
|
bool tunnel_above_ground =
|
|
p1.Y > getSurfaceFromHeightmap(p1) &&
|
|
p2.Y > getSurfaceFromHeightmap(p2);
|
|
|
|
vec += main_direction;
|
|
|
|
v3f rp = orp + vec;
|
|
if (rp.X < 0)
|
|
rp.X = 0;
|
|
else if (rp.X >= ar.X)
|
|
rp.X = ar.X - 1;
|
|
|
|
if (rp.Y < route_y_min)
|
|
rp.Y = route_y_min;
|
|
else if (rp.Y >= route_y_max)
|
|
rp.Y = route_y_max - 1;
|
|
|
|
if (rp.Z < 0)
|
|
rp.Z = 0;
|
|
else if (rp.Z >= ar.Z)
|
|
rp.Z = ar.Z - 1;
|
|
|
|
vec = rp - orp;
|
|
|
|
float veclen = vec.getLength();
|
|
// As odd as it sounds, veclen is *exactly* 0.0 sometimes, causing a FPE
|
|
if (veclen < 0.05f)
|
|
veclen = 1.0f;
|
|
|
|
// Every second section is rough
|
|
bool randomize_xz = (ps2->range(1, 2) == 1);
|
|
|
|
// Carve routes
|
|
for (float f = 0.f; f < 1.0f; f += 1.0f / veclen)
|
|
carveRoute(vec, f, randomize_xz, tunnel_above_ground);
|
|
|
|
orp = rp;
|
|
}
|
|
|
|
|
|
void CavesV6::carveRoute(v3f vec, float f, bool randomize_xz,
|
|
bool tunnel_above_ground)
|
|
{
|
|
MapNode airnode(CONTENT_AIR);
|
|
MapNode waternode(c_water_source);
|
|
MapNode lavanode(c_lava_source);
|
|
|
|
v3s16 startp(orp.X, orp.Y, orp.Z);
|
|
startp += of;
|
|
|
|
v3f fp = orp + vec * f;
|
|
fp.X += 0.1f * ps->range(-10, 10);
|
|
fp.Z += 0.1f * ps->range(-10, 10);
|
|
v3s16 cp(fp.X, fp.Y, fp.Z);
|
|
|
|
s16 d0 = -rs / 2;
|
|
s16 d1 = d0 + rs;
|
|
if (randomize_xz) {
|
|
d0 += ps->range(-1, 1);
|
|
d1 += ps->range(-1, 1);
|
|
}
|
|
|
|
for (s16 z0 = d0; z0 <= d1; z0++) {
|
|
s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
|
|
for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
|
|
if (tunnel_above_ground)
|
|
continue;
|
|
|
|
s16 maxabsxz = MYMAX(abs(x0), abs(z0));
|
|
s16 si2 = rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
|
|
for (s16 y0 = -si2; y0 <= si2; y0++) {
|
|
if (large_cave_is_flat) {
|
|
// Make large caves not so tall
|
|
if (rs > 7 && abs(y0) >= rs / 3)
|
|
continue;
|
|
}
|
|
|
|
v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
|
|
p += of;
|
|
|
|
if (!vm->m_area.contains(p))
|
|
continue;
|
|
|
|
u32 i = vm->m_area.index(p);
|
|
content_t c = vm->m_data[i].getContent();
|
|
if (!ndef->get(c).is_ground_content)
|
|
continue;
|
|
|
|
if (large_cave) {
|
|
int full_ymin = node_min.Y - MAP_BLOCKSIZE;
|
|
int full_ymax = node_max.Y + MAP_BLOCKSIZE;
|
|
|
|
if (full_ymin < water_level && full_ymax > water_level) {
|
|
vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
|
|
} else if (full_ymax < water_level) {
|
|
vm->m_data[i] = (p.Y < startp.Y - 2) ? lavanode : airnode;
|
|
} else {
|
|
vm->m_data[i] = airnode;
|
|
}
|
|
} else {
|
|
if (c == CONTENT_AIR)
|
|
continue;
|
|
|
|
vm->m_data[i] = airnode;
|
|
vm->m_flags[i] |= VMANIP_FLAG_CAVE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
inline s16 CavesV6::getSurfaceFromHeightmap(v3s16 p)
|
|
{
|
|
if (heightmap != NULL &&
|
|
p.Z >= node_min.Z && p.Z <= node_max.Z &&
|
|
p.X >= node_min.X && p.X <= node_max.X) {
|
|
u32 index = (p.Z - node_min.Z) * ystride + (p.X - node_min.X);
|
|
return heightmap[index];
|
|
}
|
|
|
|
return water_level;
|
|
|
|
}
|