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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.
724 lines
24 KiB
C++
724 lines
24 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_v7.h"
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FlagDesc flagdesc_mapgen_v7[] = {
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{"mountains", MGV7_MOUNTAINS},
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{"ridges", MGV7_RIDGES},
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{"floatlands", MGV7_FLOATLANDS},
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{"caverns", MGV7_CAVERNS},
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{NULL, 0}
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};
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///////////////////////////////////////////////////////////////////////////////
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MapgenV7::MapgenV7(int mapgenid, MapgenV7Params *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->float_mount_density = params->float_mount_density;
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this->float_mount_height = params->float_mount_height;
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this->floatland_level = params->floatland_level;
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this->shadow_limit = params->shadow_limit;
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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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// 2D noise
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noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z);
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noise_terrain_alt = new Noise(¶ms->np_terrain_alt, seed, csize.X, csize.Z);
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noise_terrain_persist = new Noise(¶ms->np_terrain_persist, seed, csize.X, csize.Z);
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noise_height_select = new Noise(¶ms->np_height_select, 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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if (spflags & MGV7_MOUNTAINS)
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noise_mount_height = new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z);
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if (spflags & MGV7_FLOATLANDS) {
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noise_floatland_base = new Noise(¶ms->np_floatland_base, seed, csize.X, csize.Z);
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noise_float_base_height = new Noise(¶ms->np_float_base_height, seed, csize.X, csize.Z);
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}
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if (spflags & MGV7_RIDGES) {
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noise_ridge_uwater = new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z);
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// 3D noise, 1-up 1-down overgeneration
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noise_ridge = new Noise(¶ms->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
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}
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// 3D noise, 1 up, 1 down overgeneration
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if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
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noise_mountain = new Noise(¶ms->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
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// 3D noise, 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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MapgenV7::~MapgenV7()
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{
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delete noise_terrain_base;
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delete noise_terrain_alt;
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delete noise_terrain_persist;
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delete noise_height_select;
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delete noise_filler_depth;
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if (spflags & MGV7_MOUNTAINS)
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delete noise_mount_height;
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if (spflags & MGV7_FLOATLANDS) {
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delete noise_floatland_base;
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delete noise_float_base_height;
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}
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if (spflags & MGV7_RIDGES) {
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delete noise_ridge_uwater;
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delete noise_ridge;
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}
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if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS))
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delete noise_mountain;
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}
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MapgenV7Params::MapgenV7Params()
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{
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spflags = MGV7_MOUNTAINS | MGV7_RIDGES | MGV7_CAVERNS;
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cave_width = 0.09;
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float_mount_density = 0.6;
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float_mount_height = 128.0;
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floatland_level = 1280;
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shadow_limit = 1024;
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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_terrain_base = NoiseParams(4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 2.0);
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np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
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np_terrain_persist = NoiseParams(0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0);
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np_height_select = NoiseParams(-8, 16, v3f(500, 500, 500), 4213, 6, 0.7, 2.0);
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np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
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np_mount_height = NoiseParams(256, 112, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0);
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np_ridge_uwater = NoiseParams(0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0);
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np_floatland_base = NoiseParams(-0.6, 1.5, v3f(600, 600, 600), 114, 5, 0.6, 2.0);
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np_float_base_height = NoiseParams(48, 24, v3f(300, 300, 300), 907, 4, 0.7, 2.0);
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np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0);
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np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 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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np_cave1 = NoiseParams(0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0);
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np_cave2 = NoiseParams(0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0);
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}
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void MapgenV7Params::readParams(const Settings *settings)
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{
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settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
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settings->getFloatNoEx("mgv7_cave_width", cave_width);
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settings->getFloatNoEx("mgv7_float_mount_density", float_mount_density);
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settings->getFloatNoEx("mgv7_float_mount_height", float_mount_height);
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settings->getS16NoEx("mgv7_floatland_level", floatland_level);
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settings->getS16NoEx("mgv7_shadow_limit", shadow_limit);
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settings->getS16NoEx("mgv7_cavern_limit", cavern_limit);
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settings->getS16NoEx("mgv7_cavern_taper", cavern_taper);
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settings->getFloatNoEx("mgv7_cavern_threshold", cavern_threshold);
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settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
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settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
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settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
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settings->getNoiseParams("mgv7_np_height_select", np_height_select);
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settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
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settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
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settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
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settings->getNoiseParams("mgv7_np_floatland_base", np_floatland_base);
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settings->getNoiseParams("mgv7_np_float_base_height", np_float_base_height);
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settings->getNoiseParams("mgv7_np_mountain", np_mountain);
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settings->getNoiseParams("mgv7_np_ridge", np_ridge);
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settings->getNoiseParams("mgv7_np_cavern", np_cavern);
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settings->getNoiseParams("mgv7_np_cave1", np_cave1);
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settings->getNoiseParams("mgv7_np_cave2", np_cave2);
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}
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void MapgenV7Params::writeParams(Settings *settings) const
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{
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settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
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settings->setFloat("mgv7_cave_width", cave_width);
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settings->setFloat("mgv7_float_mount_density", float_mount_density);
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settings->setFloat("mgv7_float_mount_height", float_mount_height);
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settings->setS16("mgv7_floatland_level", floatland_level);
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settings->setS16("mgv7_shadow_limit", shadow_limit);
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settings->setS16("mgv7_cavern_limit", cavern_limit);
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settings->setS16("mgv7_cavern_taper", cavern_taper);
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settings->setFloat("mgv7_cavern_threshold", cavern_threshold);
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settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
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settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
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settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
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settings->setNoiseParams("mgv7_np_height_select", np_height_select);
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settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
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settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
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settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
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settings->setNoiseParams("mgv7_np_floatland_base", np_floatland_base);
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settings->setNoiseParams("mgv7_np_float_base_height", np_float_base_height);
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settings->setNoiseParams("mgv7_np_mountain", np_mountain);
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settings->setNoiseParams("mgv7_np_ridge", np_ridge);
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settings->setNoiseParams("mgv7_np_cavern", np_cavern);
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settings->setNoiseParams("mgv7_np_cave1", np_cave1);
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settings->setNoiseParams("mgv7_np_cave2", np_cave2);
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}
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///////////////////////////////////////////////////////////////////////////////
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int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
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{
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// Base terrain calculation
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s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
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// If enabled, check if inside a river
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if (spflags & MGV7_RIDGES) {
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float width = 0.2;
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float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
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if (fabs(uwatern) <= width)
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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}
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// If mountains are disabled, terrain level is base terrain level
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// Avoids spawn on non-existant mountain terrain
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if (!(spflags & MGV7_MOUNTAINS)) {
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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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// Mountain terrain calculation
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int iters = 128;
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while (iters--) {
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if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) { // If air above
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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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y++;
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}
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// Unsuitable spawn point, no mountain surface found
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return MAX_MAP_GENERATION_LIMIT;
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}
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void MapgenV7::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 and mountain terrain
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// An initial heightmap is no longer created here for use in generateRidgeTerrain()
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s16 stone_surface_max_y = generateTerrain();
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// Generate rivers
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if (spflags & MGV7_RIDGES)
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generateRidgeTerrain();
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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 & MGV7_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, water_level);
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}
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// Generate dungeons
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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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// Update liquids
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updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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// Calculate lighting
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// Limit floatland shadow
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bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
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node_min.Y <= shadow_limit && node_max.Y >= shadow_limit);
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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, propagate_shadow);
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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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float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
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{
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float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
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hselect = rangelim(hselect, 0.0, 1.0);
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float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
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noise_terrain_base->np.persist = persist;
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float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
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noise_terrain_alt->np.persist = persist;
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float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
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if (height_alt > height_base)
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return height_alt;
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return (height_base * hselect) + (height_alt * (1.0 - hselect));
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}
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float MapgenV7::baseTerrainLevelFromMap(int index)
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{
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float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0);
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float height_base = noise_terrain_base->result[index];
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float height_alt = noise_terrain_alt->result[index];
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if (height_alt > height_base)
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return height_alt;
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return (height_base * hselect) + (height_alt * (1.0 - hselect));
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}
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bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
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{
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float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
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float density_gradient = -((float)y / mnt_h_n);
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float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
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return mnt_n + density_gradient >= 0.0;
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}
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bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
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{
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float mounthn = noise_mount_height->result[idx_xz];
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float density_gradient = -((float)y / mounthn);
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float mountn = noise_mountain->result[idx_xyz];
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return mountn + density_gradient >= 0.0;
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}
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bool MapgenV7::getFloatlandMountainFromMap(int idx_xyz, int idx_xz, s16 y)
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{
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// Make rim 2 nodes thick to match floatland base terrain
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float density_gradient = (y >= floatland_level) ?
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-pow((float)(y - floatland_level) / float_mount_height, 0.75f) :
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-pow((float)(floatland_level - 1 - y) / float_mount_height, 0.75f);
|
|
|
|
float floatn = noise_mountain->result[idx_xyz] + float_mount_density;
|
|
|
|
return floatn + density_gradient >= 0.0f;
|
|
}
|
|
|
|
|
|
void MapgenV7::floatBaseExtentFromMap(s16 *float_base_min, s16 *float_base_max, int idx_xz)
|
|
{
|
|
// '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
|
|
s16 base_min = MAX_MAP_GENERATION_LIMIT + 1;
|
|
s16 base_max = MAX_MAP_GENERATION_LIMIT;
|
|
|
|
float n_base = noise_floatland_base->result[idx_xz];
|
|
if (n_base > 0.0f) {
|
|
float n_base_height = noise_float_base_height->result[idx_xz];
|
|
float amp = n_base * n_base_height;
|
|
float ridge = n_base_height / 3.0f;
|
|
base_min = floatland_level - amp / 1.5f;
|
|
|
|
if (amp > ridge * 2.0f) {
|
|
// Lake bed
|
|
base_max = floatland_level - (amp - ridge * 2.0f) / 2.0f;
|
|
} else {
|
|
// Hills and ridges
|
|
float diff = fabs(amp - ridge) / ridge;
|
|
// Smooth ridges using the 'smoothstep function'
|
|
float smooth_diff = diff * diff * (3.0f - 2.0f * diff);
|
|
base_max = floatland_level + ridge - smooth_diff * ridge;
|
|
}
|
|
}
|
|
|
|
*float_base_min = base_min;
|
|
*float_base_max = base_max;
|
|
}
|
|
|
|
|
|
int MapgenV7::generateTerrain()
|
|
{
|
|
MapNode n_air(CONTENT_AIR);
|
|
MapNode n_stone(c_stone);
|
|
MapNode n_water(c_water_source);
|
|
|
|
//// Calculate noise for terrain generation
|
|
noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
|
|
float *persistmap = noise_terrain_persist->result;
|
|
|
|
noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
|
|
noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
|
|
noise_height_select->perlinMap2D(node_min.X, node_min.Z);
|
|
|
|
if ((spflags & MGV7_MOUNTAINS) || (spflags & MGV7_FLOATLANDS)) {
|
|
noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
|
|
}
|
|
|
|
if (spflags & MGV7_MOUNTAINS) {
|
|
noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
|
|
}
|
|
|
|
if (spflags & MGV7_FLOATLANDS) {
|
|
noise_floatland_base->perlinMap2D(node_min.X, node_min.Z);
|
|
noise_float_base_height->perlinMap2D(node_min.X, node_min.Z);
|
|
}
|
|
|
|
//// Place nodes
|
|
v3s16 em = vm->m_area.getExtent();
|
|
s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
|
|
u32 index2d = 0;
|
|
|
|
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
|
for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
|
|
s16 surface_y = baseTerrainLevelFromMap(index2d);
|
|
if (surface_y > stone_surface_max_y)
|
|
stone_surface_max_y = surface_y;
|
|
|
|
// Get extent of floatland base terrain
|
|
// '+1' to avoid a layer of stone at y = MAX_MAP_GENERATION_LIMIT
|
|
s16 float_base_min = MAX_MAP_GENERATION_LIMIT + 1;
|
|
s16 float_base_max = MAX_MAP_GENERATION_LIMIT;
|
|
if (spflags & MGV7_FLOATLANDS)
|
|
floatBaseExtentFromMap(&float_base_min, &float_base_max, index2d);
|
|
|
|
u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
|
|
u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
|
|
|
|
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
|
|
if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
|
|
if (y <= surface_y) {
|
|
vm->m_data[vi] = n_stone; // Base terrain
|
|
} else if ((spflags & MGV7_MOUNTAINS) &&
|
|
getMountainTerrainFromMap(index3d, index2d, y)) {
|
|
vm->m_data[vi] = n_stone; // Mountain terrain
|
|
if (y > stone_surface_max_y)
|
|
stone_surface_max_y = y;
|
|
} else if ((spflags & MGV7_FLOATLANDS) &&
|
|
((y >= float_base_min && y <= float_base_max) ||
|
|
getFloatlandMountainFromMap(index3d, index2d, y))) {
|
|
vm->m_data[vi] = n_stone; // Floatland terrain
|
|
stone_surface_max_y = node_max.Y;
|
|
} else if (y <= water_level) {
|
|
vm->m_data[vi] = n_water; // Ground level water
|
|
} else if ((spflags & MGV7_FLOATLANDS) &&
|
|
(y >= float_base_max && y <= floatland_level)) {
|
|
vm->m_data[vi] = n_water; // Floatland water
|
|
} else {
|
|
vm->m_data[vi] = n_air;
|
|
}
|
|
}
|
|
vm->m_area.add_y(em, vi, 1);
|
|
index3d += ystride;
|
|
}
|
|
}
|
|
|
|
return stone_surface_max_y;
|
|
}
|
|
|
|
|
|
void MapgenV7::generateRidgeTerrain()
|
|
{
|
|
if ((node_max.Y < water_level - 16) || (node_max.Y > shadow_limit))
|
|
return;
|
|
|
|
noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
|
|
noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
|
|
|
|
MapNode n_water(c_water_source);
|
|
MapNode n_air(CONTENT_AIR);
|
|
u32 index = 0;
|
|
float width = 0.2;
|
|
|
|
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
|
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
|
|
u32 vi = vm->m_area.index(node_min.X, y, z);
|
|
for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
|
|
int j = (z - node_min.Z) * csize.X + (x - node_min.X);
|
|
|
|
float uwatern = noise_ridge_uwater->result[j] * 2;
|
|
if (fabs(uwatern) > width)
|
|
continue;
|
|
|
|
float altitude = y - water_level;
|
|
float height_mod = (altitude + 17) / 2.5;
|
|
float width_mod = width - fabs(uwatern);
|
|
float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
|
|
|
|
if (nridge + width_mod * height_mod < 0.6)
|
|
continue;
|
|
|
|
vm->m_data[vi] = (y > water_level) ? n_air : n_water;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
//// Code Boneyard
|
|
////
|
|
//// Much of the stuff here has potential to become useful again at some point
|
|
//// in the future, but we don't want it to get lost or forgotten in version
|
|
//// control.
|
|
////
|
|
|
|
#if 0
|
|
int MapgenV7::generateMountainTerrain(s16 ymax)
|
|
{
|
|
MapNode n_stone(c_stone);
|
|
u32 j = 0;
|
|
|
|
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
|
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
|
|
u32 vi = vm->m_area.index(node_min.X, y, z);
|
|
for (s16 x = node_min.X; x <= node_max.X; x++) {
|
|
int index = (z - node_min.Z) * csize.X + (x - node_min.X);
|
|
content_t c = vm->m_data[vi].getContent();
|
|
|
|
if (getMountainTerrainFromMap(j, index, y)
|
|
&& (c == CONTENT_AIR || c == c_water_source)) {
|
|
vm->m_data[vi] = n_stone;
|
|
if (y > ymax)
|
|
ymax = y;
|
|
}
|
|
|
|
vi++;
|
|
j++;
|
|
}
|
|
}
|
|
|
|
return ymax;
|
|
}
|
|
#endif
|
|
|
|
|
|
#if 0
|
|
void MapgenV7::carveRivers() {
|
|
MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
|
|
MapNode n_stone(c_stone);
|
|
u32 index = 0;
|
|
|
|
int river_depth = 4;
|
|
|
|
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
|
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
|
|
float terrain_mod = noise_terrain_mod->result[index];
|
|
NoiseParams *np = noise_terrain_river->np;
|
|
np.persist = noise_terrain_persist->result[index];
|
|
float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
|
|
float height = terrain_river * (1 - abs(terrain_mod)) *
|
|
noise_terrain_river->np.scale;
|
|
height = log(height * height); //log(h^3) is pretty interesting for terrain
|
|
|
|
s16 y = heightmap[index];
|
|
if (height < 1.0 && y > river_depth &&
|
|
y - river_depth >= node_min.Y && y <= node_max.Y) {
|
|
|
|
for (s16 ry = y; ry != y - river_depth; ry--) {
|
|
u32 vi = vm->m_area.index(x, ry, z);
|
|
vm->m_data[vi] = n_air;
|
|
}
|
|
|
|
u32 vi = vm->m_area.index(x, y - river_depth, z);
|
|
vm->m_data[vi] = n_water_source;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
|
|
#if 0
|
|
void MapgenV7::addTopNodes()
|
|
{
|
|
v3s16 em = vm->m_area.getExtent();
|
|
s16 ntopnodes;
|
|
u32 index = 0;
|
|
|
|
for (s16 z = node_min.Z; z <= node_max.Z; z++)
|
|
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
|
|
Biome *biome = bmgr->biomes[biomemap[index]];
|
|
|
|
//////////////////// First, add top nodes below the ridge
|
|
s16 y = ridge_heightmap[index];
|
|
|
|
// This cutoff is good enough, but not perfect.
|
|
// It will cut off potentially placed top nodes at chunk boundaries
|
|
if (y < node_min.Y)
|
|
continue;
|
|
if (y > node_max.Y) {
|
|
y = node_max.Y; // Let's see if we can still go downward anyway
|
|
u32 vi = vm->m_area.index(x, y, z);
|
|
content_t c = vm->m_data[vi].getContent();
|
|
if (ndef->get(c).walkable)
|
|
continue;
|
|
}
|
|
|
|
// N.B. It is necessary to search downward since ridge_heightmap[i]
|
|
// might not be the actual height, just the lowest part in the chunk
|
|
// where a ridge had been carved
|
|
u32 i = vm->m_area.index(x, y, z);
|
|
for (; y >= node_min.Y; y--) {
|
|
content_t c = vm->m_data[i].getContent();
|
|
if (ndef->get(c).walkable)
|
|
break;
|
|
vm->m_area.add_y(em, i, -1);
|
|
}
|
|
|
|
if (y != node_min.Y - 1 && y >= water_level) {
|
|
ridge_heightmap[index] = y; //update ridgeheight
|
|
ntopnodes = biome->top_depth;
|
|
for (; y <= node_max.Y && ntopnodes; y++) {
|
|
ntopnodes--;
|
|
vm->m_data[i] = MapNode(biome->c_top);
|
|
vm->m_area.add_y(em, i, 1);
|
|
}
|
|
// If dirt, grow grass on it.
|
|
if (y > water_level - 10 &&
|
|
vm->m_data[i].getContent() == CONTENT_AIR) {
|
|
vm->m_area.add_y(em, i, -1);
|
|
if (vm->m_data[i].getContent() == c_dirt)
|
|
vm->m_data[i] = MapNode(c_dirt_with_grass);
|
|
}
|
|
}
|
|
|
|
//////////////////// Now, add top nodes on top of the ridge
|
|
y = heightmap[index];
|
|
if (y > node_max.Y) {
|
|
y = node_max.Y; // Let's see if we can still go downward anyway
|
|
u32 vi = vm->m_area.index(x, y, z);
|
|
content_t c = vm->m_data[vi].getContent();
|
|
if (ndef->get(c).walkable)
|
|
continue;
|
|
}
|
|
|
|
i = vm->m_area.index(x, y, z);
|
|
for (; y >= node_min.Y; y--) {
|
|
content_t c = vm->m_data[i].getContent();
|
|
if (ndef->get(c).walkable)
|
|
break;
|
|
vm->m_area.add_y(em, i, -1);
|
|
}
|
|
|
|
if (y != node_min.Y - 1) {
|
|
ntopnodes = biome->top_depth;
|
|
// Let's see if we've already added it...
|
|
if (y == ridge_heightmap[index] + ntopnodes - 1)
|
|
continue;
|
|
|
|
for (; y <= node_max.Y && ntopnodes; y++) {
|
|
ntopnodes--;
|
|
vm->m_data[i] = MapNode(biome->c_top);
|
|
vm->m_area.add_y(em, i, 1);
|
|
}
|
|
// If dirt, grow grass on it.
|
|
if (y > water_level - 10 &&
|
|
vm->m_data[i].getContent() == CONTENT_AIR) {
|
|
vm->m_area.add_y(em, i, -1);
|
|
if (vm->m_data[i].getContent() == c_dirt)
|
|
vm->m_data[i] = MapNode(c_dirt_with_grass);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|