diff options
Diffstat (limited to 'src/mapgen_indev.cpp')
-rw-r--r-- | src/mapgen_indev.cpp | 226 |
1 files changed, 173 insertions, 53 deletions
diff --git a/src/mapgen_indev.cpp b/src/mapgen_indev.cpp index 4de4fd55f..6956fc63f 100644 --- a/src/mapgen_indev.cpp +++ b/src/mapgen_indev.cpp @@ -19,18 +19,27 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "mapgen_indev.h" #include "constants.h" +#include "map.h" +#include "main.h" #include "log.h" -/////////////////// Mapgen Indev perlin noise default values +/////////////////// Mapgen Indev perlin noise (default values - not used, from config or defaultsettings) -NoiseIndevParams nparams_indev_def_terrain_base - (-AVERAGE_MUD_AMOUNT, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 1); -NoiseIndevParams nparams_indev_def_terrain_higher - (20.0, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 1); -NoiseIndevParams nparams_indev_def_steepness - (0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 1); -NoiseIndevParams nparams_indev_def_mud - (AVERAGE_MUD_AMOUNT, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 1); +NoiseIndevParams nparams_indev_def; + +/* +NoiseIndevParams nparams_indev_def_terrain_base; +// (-AVERAGE_MUD_AMOUNT, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 1); +NoiseIndevParams nparams_indev_def_terrain_higher; +// (20.0, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 1); +NoiseIndevParams nparams_indev_def_steepness; +// (0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 1); +NoiseIndevParams nparams_indev_def_mud; +// (AVERAGE_MUD_AMOUNT, 2.0, v3f(200.0, 200.0, 200.0), 91013, 3, 0.55, 1); +NoiseIndevParams nparams_indev_def_float_islands; +// (1, 10.0, v3f(500.0, 500.0, 500.0), 32451, 5, 0.6, 1); +NoiseIndevParams nparams_indev_def_biome; +*/ /////////////////////////////////////////////////////////////////////////////// @@ -39,31 +48,32 @@ void NoiseIndev::init(NoiseIndevParams *np, int seed, int sx, int sy, int sz) { this->npindev = np; } - NoiseIndev::NoiseIndev(NoiseIndevParams *np, int seed, int sx, int sy) : Noise(np, seed, sx, sy) { init(np, seed, sx, sy, 1); } - NoiseIndev::NoiseIndev(NoiseIndevParams *np, int seed, int sx, int sy, int sz) : Noise(np, seed, sx, sy, sz) { init(np, seed, sx, sy, sz); } +float farscale(float scale, float z) { + return ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 1 - (fabs(z)) ) / (MAP_GENERATION_LIMIT * 1) ) * (scale - 1) ); +} + +float farscale(float scale, float x, float z) { + return ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 2 - (fabs(x) + fabs(z)) ) / (MAP_GENERATION_LIMIT * 2) ) * (scale - 1) ); +} float farscale(float scale, float x, float y, float z) { return ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 3 - (fabs(x) + fabs(y) + fabs(z)) ) / (MAP_GENERATION_LIMIT * 3) ) * (scale - 1) ); } void NoiseIndev::transformNoiseMapFarScale(float xx, float yy, float zz) { - // more correct use distantion from 0,0,0 via pow, but + is faster - //float farscale = ( 1 + ( 1 - (MAP_GENERATION_LIMIT * 3 - (fabs(xx) + fabs(yy) + fabs(zz)) ) / (MAP_GENERATION_LIMIT * 3) ) * ((npindev)->farscale - 1) ); - // dstream << "TNM rs=" << farscale << " from=" << (npindev)->farscale << " x=" << xx << " y=" << yy <<" z=" << zz << std::endl; int i = 0; for (int z = 0; z != sz; z++) { for (int y = 0; y != sy; y++) { for (int x = 0; x != sx; x++) { - //result[i] = result[i] * npindev->scale * farscale + npindev->offset; - result[i] = result[i] * npindev->scale * farscale(npindev->farscale,xx,yy,zz) + npindev->offset; + result[i] = result[i] * npindev->scale * farscale(npindev->farscale, xx, yy, zz) + npindev->offset; i++; } } @@ -71,14 +81,17 @@ void NoiseIndev::transformNoiseMapFarScale(float xx, float yy, float zz) { } MapgenIndev::MapgenIndev(int mapgenid, MapgenIndevParams *params) : MapgenV6(mapgenid, params) { - noiseindev_terrain_base = new NoiseIndev(params->npindev_terrain_base, seed, csize.X, csize.Y); - noiseindev_terrain_higher = new NoiseIndev(params->npindev_terrain_higher, seed, csize.X, csize.Y); - noiseindev_steepness = new NoiseIndev(params->npindev_steepness, seed, csize.X, csize.Y); + noiseindev_terrain_base = new NoiseIndev(params->npindev_terrain_base, seed, csize.X, csize.Z); + noiseindev_terrain_higher = new NoiseIndev(params->npindev_terrain_higher, seed, csize.X, csize.Z); + noiseindev_steepness = new NoiseIndev(params->npindev_steepness, seed, csize.X, csize.Z); // noise_height_select = new Noise(params->np_height_select, seed, csize.X, csize.Y); // noise_trees = new Noise(params->np_trees, seed, csize.X, csize.Y); - noiseindev_mud = new NoiseIndev(params->npindev_mud, seed, csize.X, csize.Y); + noiseindev_mud = new NoiseIndev(params->npindev_mud, seed, csize.X, csize.Z); // noise_beach = new Noise(params->np_beach, seed, csize.X, csize.Y); -// noise_biome = new Noise(params->np_biome, seed, csize.X, csize.Y); + noiseindev_float_islands1 = new NoiseIndev(params->npindev_float_islands1, seed, csize.X, csize.Y, csize.Z); + noiseindev_float_islands2 = new NoiseIndev(params->npindev_float_islands2, seed, csize.X, csize.Y, csize.Z); + noiseindev_float_islands3 = new NoiseIndev(params->npindev_float_islands3, seed, csize.X, csize.Z); + noiseindev_biome = new NoiseIndev(params->npindev_biome, seed, csize.X, csize.Z); } MapgenIndev::~MapgenIndev() { @@ -89,10 +102,12 @@ MapgenIndev::~MapgenIndev() { //delete noise_trees; delete noiseindev_mud; //delete noise_beach; - //delete noise_biome; + delete noiseindev_float_islands1; + delete noiseindev_float_islands2; + delete noiseindev_float_islands3; + delete noiseindev_biome; } - void MapgenIndev::calculateNoise() { int x = node_min.X; int y = node_min.Y; @@ -100,31 +115,49 @@ void MapgenIndev::calculateNoise() { // Need to adjust for the original implementation's +.5 offset... if (!(flags & MG_FLAT)) { noiseindev_terrain_base->perlinMap2D( - x + 0.5 * noiseindev_terrain_base->npindev->spread.X, - z + 0.5 * noiseindev_terrain_base->npindev->spread.Z); + x + 0.5 * noiseindev_terrain_base->npindev->spread.X * farscale(noiseindev_terrain_base->npindev->farspread, x, z), + z + 0.5 * noiseindev_terrain_base->npindev->spread.Z * farscale(noiseindev_terrain_base->npindev->farspread, x, z)); noiseindev_terrain_base->transformNoiseMapFarScale(x, y, z); - //noise_terrain_base->transformNoiseMap(); noiseindev_terrain_higher->perlinMap2D( - x + 0.5 * noiseindev_terrain_higher->npindev->spread.X, - z + 0.5 * noiseindev_terrain_higher->npindev->spread.Z); + x + 0.5 * noiseindev_terrain_higher->npindev->spread.X * farscale(noiseindev_terrain_higher->npindev->farspread, x, z), + z + 0.5 * noiseindev_terrain_higher->npindev->spread.Z * farscale(noiseindev_terrain_higher->npindev->farspread, x, z)); noiseindev_terrain_higher->transformNoiseMapFarScale(x, y, z); - //noise_terrain_higher->transformNoiseMap(); noiseindev_steepness->perlinMap2D( - x + 0.5 * noiseindev_steepness->npindev->spread.X, - z + 0.5 * noiseindev_steepness->npindev->spread.Z); + x + 0.5 * noiseindev_steepness->npindev->spread.X * farscale(noiseindev_steepness->npindev->farspread, x, z), + z + 0.5 * noiseindev_steepness->npindev->spread.Z * farscale(noiseindev_steepness->npindev->farspread, x, z)); noiseindev_steepness->transformNoiseMapFarScale(x, y, z); noise_height_select->perlinMap2D( x + 0.5 * noise_height_select->np->spread.X, z + 0.5 * noise_height_select->np->spread.Z); + + noiseindev_float_islands1->perlinMap3D( + x + 0.33 * noiseindev_float_islands1->npindev->spread.X * farscale(noiseindev_float_islands1->npindev->farspread, x, y, z), + y + 0.33 * noiseindev_float_islands1->npindev->spread.Y * farscale(noiseindev_float_islands1->npindev->farspread, x, y, z), + z + 0.33 * noiseindev_float_islands1->npindev->spread.Z * farscale(noiseindev_float_islands1->npindev->farspread, x, y, z) + ); + noiseindev_float_islands1->transformNoiseMapFarScale(x, y, z); + + noiseindev_float_islands2->perlinMap3D( + x + 0.33 * noiseindev_float_islands2->npindev->spread.X * farscale(noiseindev_float_islands2->npindev->farspread, x, y, z), + y + 0.33 * noiseindev_float_islands2->npindev->spread.Y * farscale(noiseindev_float_islands2->npindev->farspread, x, y, z), + z + 0.33 * noiseindev_float_islands2->npindev->spread.Z * farscale(noiseindev_float_islands2->npindev->farspread, x, y, z) + ); + noiseindev_float_islands2->transformNoiseMapFarScale(x, y, z); + + noiseindev_float_islands3->perlinMap2D( + x + 0.5 * noiseindev_float_islands3->npindev->spread.X * farscale(noiseindev_float_islands3->npindev->farspread, x, z), + z + 0.5 * noiseindev_float_islands3->npindev->spread.Z * farscale(noiseindev_float_islands3->npindev->farspread, x, z)); + noiseindev_float_islands3->transformNoiseMapFarScale(x, y, z); + } if (!(flags & MG_FLAT)) { noiseindev_mud->perlinMap2D( - x + 0.5 * noiseindev_mud->npindev->spread.X, - z + 0.5 * noiseindev_mud->npindev->spread.Z); + x + 0.5 * noiseindev_mud->npindev->spread.X * farscale(noiseindev_mud->npindev->farspread, x, y, z), + z + 0.5 * noiseindev_mud->npindev->spread.Z * farscale(noiseindev_mud->npindev->farspread, x, y, z)); noiseindev_mud->transformNoiseMapFarScale(x, y, z); } noise_beach->perlinMap2D( @@ -132,8 +165,8 @@ void MapgenIndev::calculateNoise() { z + 0.7 * noise_beach->np->spread.Z); noise_biome->perlinMap2D( - x + 0.6 * noise_biome->np->spread.X, - z + 0.2 * noise_biome->np->spread.Z); + x + 0.6 * noiseindev_biome->npindev->spread.X * farscale(noiseindev_biome->npindev->farspread, x, z), + z + 0.2 * noiseindev_biome->npindev->spread.Z * farscale(noiseindev_biome->npindev->farspread, x, z)); } bool MapgenIndevParams::readParams(Settings *settings) { @@ -147,17 +180,20 @@ bool MapgenIndevParams::readParams(Settings *settings) { np_trees = settings->getNoiseParams("mgv6_np_trees"); npindev_mud = settings->getNoiseIndevParams("mgindev_np_mud"); np_beach = settings->getNoiseParams("mgv6_np_beach"); - np_biome = settings->getNoiseParams("mgv6_np_biome"); + npindev_biome = settings->getNoiseIndevParams("mgindev_np_biome"); np_cave = settings->getNoiseParams("mgv6_np_cave"); + npindev_float_islands1 = settings->getNoiseIndevParams("mgindev_np_float_islands1"); + npindev_float_islands2 = settings->getNoiseIndevParams("mgindev_np_float_islands2"); + npindev_float_islands3 = settings->getNoiseIndevParams("mgindev_np_float_islands3"); bool success = npindev_terrain_base && npindev_terrain_higher && npindev_steepness && np_height_select && np_trees && npindev_mud && - np_beach && np_biome && np_cave; + np_beach && np_biome && np_cave && + npindev_float_islands1 && npindev_float_islands2 && npindev_float_islands3; return success; } - void MapgenIndevParams::writeParams(Settings *settings) { settings->setFloat("mgv6_freq_desert", freq_desert); settings->setFloat("mgv6_freq_beach", freq_beach); @@ -169,8 +205,11 @@ void MapgenIndevParams::writeParams(Settings *settings) { settings->setNoiseParams("mgv6_np_trees", np_trees); settings->setNoiseIndevParams("mgindev_np_mud", npindev_mud); settings->setNoiseParams("mgv6_np_beach", np_beach); - settings->setNoiseParams("mgv6_np_biome", np_biome); + settings->setNoiseIndevParams("mgindev_np_biome", npindev_biome); settings->setNoiseParams("mgv6_np_cave", np_cave); + settings->setNoiseIndevParams("mgindev_np_float_islands1", npindev_float_islands1); + settings->setNoiseIndevParams("mgindev_np_float_islands2", npindev_float_islands2); + settings->setNoiseIndevParams("mgindev_np_float_islands3", npindev_float_islands3); } @@ -191,7 +230,6 @@ float MapgenIndev::baseTerrainLevelFromNoise(v2s16 p) { steepness, height_select); } - float MapgenIndev::baseTerrainLevelFromMap(int index) { if (flags & MG_FLAT) return water_level; @@ -205,9 +243,7 @@ float MapgenIndev::baseTerrainLevelFromMap(int index) { steepness, height_select); } - -float MapgenIndev::getMudAmount(int index) -{ +float MapgenIndev::getMudAmount(int index) { if (flags & MG_FLAT) return AVERAGE_MUD_AMOUNT; @@ -218,25 +254,19 @@ float MapgenIndev::getMudAmount(int index) return noiseindev_mud->result[index]; } - void MapgenIndev::defineCave(Cave & cave, PseudoRandom ps, v3s16 node_min, bool large_cave) { cave.min_tunnel_diameter = 2; cave.max_tunnel_diameter = ps.range(2,6); cave.dswitchint = ps.range(1,14); - //cave.tunnel_routepoints = 0; - //cave.part_max_length_rs = 0; cave.flooded = large_cave && ps.range(0,4); if(large_cave){ cave.part_max_length_rs = ps.range(2,4); -//dstream<<"try:"<<farscale(0.2, node_min.X,node_min.Y,node_min.Z)*30<<std::endl; - if (node_min.Y < -500 && !ps.range(0, farscale(0.2, node_min.X,node_min.Y,node_min.Z)*30)) { //huge - cave.flooded = ps.range(0, 1); -//dstream<<"HUGE:"<<cave.flooded<<std::endl; - cave.tunnel_routepoints = ps.range(5, 1522); + if (node_min.Y < -100 && !ps.range(0, farscale(0.2, node_min.X,node_min.Y,node_min.Z)*30)) { //huge + cave.flooded = !ps.range(0, 3); + cave.tunnel_routepoints = ps.range(5, 20); cave.min_tunnel_diameter = 30; - cave.max_tunnel_diameter = ps.range(30, ps.range(80,120)); + cave.max_tunnel_diameter = ps.range(40, ps.range(80,120)); } else { -//dstream<<"large:"<<cave.flooded<<std::endl; cave.tunnel_routepoints = ps.range(5, ps.range(15,30)); cave.min_tunnel_diameter = 5; cave.max_tunnel_diameter = ps.range(7, ps.range(8,24)); @@ -247,3 +277,93 @@ void MapgenIndev::defineCave(Cave & cave, PseudoRandom ps, v3s16 node_min, bool } cave.large_cave_is_flat = (ps.range(0,1) == 0); } + +/* +// version with one perlin3d. use with good params like +settings->setDefault("mgindev_np_float_islands1", "-9.5, 10, (20, 50, 50 ), 45123, 5, 0.6, 1.5, 5"); +void MapgenIndev::generateFloatIslands(int min_y) { + if (node_min.Y < min_y) return; + v3s16 p0(node_min.X, node_min.Y, node_min.Z); + MapNode n1(c_stone), n2(c_desert_stone); + int xl = node_max.X - node_min.X; + int yl = node_max.Y - node_min.Y; + int zl = node_max.Z - node_min.Z; + u32 index = 0; + for (int x1 = 0; x1 <= xl; x1++) + { + //int x = x1 + node_min.Y; + for (int z1 = 0; z1 <= zl; z1++) + { + //int z = z1 + node_min.Z; + for (int y1 = 0; y1 <= yl; y1++, index++) + { + //int y = y1 + node_min.Y; + float noise = noiseindev_float_islands1->result[index]; + //dstream << " y1="<<y1<< " x1="<<x1<<" z1="<<z1<< " noise="<<noise << std::endl; + if (noise > 0 ) { + v3s16 p = p0 + v3s16(x1, y1, z1); + u32 i = vm->m_area.index(p); + if (!vm->m_area.contains(i)) + continue; + // Cancel if not air + if (vm->m_data[i].getContent() != CONTENT_AIR) + continue; + vm->m_data[i] = noise > 1 ? n1 : n2; + } + } + } + } +} +*/ + +void MapgenIndev::generateFloatIslands(int min_y) { + if (node_min.Y < min_y) return; + PseudoRandom pr(blockseed + 985); + // originally from http://forum.minetest.net/viewtopic.php?id=4776 + float RAR = 0.8 * farscale(0.4, node_min.Y); // 0.4; // Island rarity in chunk layer. -0.4 = thick layer with holes, 0 = 50%, 0.4 = desert rarity, 0.7 = very rare. + float AMPY = 24; // 24; // Amplitude of island centre y variation. + float TGRAD = 24; // 24; // Noise gradient to create top surface. Tallness of island top. + float BGRAD = 24; // 24; // Noise gradient to create bottom surface. Tallness of island bottom. + + v3s16 p0(node_min.X, node_min.Y, node_min.Z); + MapNode n1(c_stone); + + float xl = node_max.X - node_min.X; + float yl = node_max.Y - node_min.Y; + float zl = node_max.Z - node_min.Z; + float midy = node_min.Y + yl * 0.5; + u32 index = 0, index2d = 0; + for (int x1 = 0; x1 <= xl; ++x1) + { + for (int z1 = 0; z1 <= zl; ++z1, ++index2d) + { + float noise3 = noiseindev_float_islands3->result[index2d]; + float pmidy = midy + noise3 / 1.5 * AMPY; + for (int y1 = 0; y1 <= yl; ++y1, ++index) + { + int y = y1 + node_min.Y; + float noise1 = noiseindev_float_islands1->result[index]; + float offset = y > pmidy ? (y - pmidy) / TGRAD : (pmidy - y) / BGRAD; + float noise1off = noise1 - offset - RAR; + if (noise1off > 0 && noise1off < 0.7) { + float noise2 = noiseindev_float_islands2->result[index]; + if (noise2 - noise1off > -0.7){ + v3s16 p = p0 + v3s16(x1, y1, z1); + u32 i = vm->m_area.index(p); + if (!vm->m_area.contains(i)) + continue; + // Cancel if not air + if (vm->m_data[i].getContent() != CONTENT_AIR) + continue; + vm->m_data[i] = n1; + } + } + } + } + } +} + +void MapgenIndev::generateSomething() { + int float_islands = g_settings->getS16("mgindev_float_islands"); + if(float_islands) generateFloatIslands(float_islands); +} |