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Diffstat (limited to 'src/mapgen_valleys.cpp')
-rw-r--r-- | src/mapgen_valleys.cpp | 1017 |
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diff --git a/src/mapgen_valleys.cpp b/src/mapgen_valleys.cpp new file mode 100644 index 000000000..0ec5409cb --- /dev/null +++ b/src/mapgen_valleys.cpp @@ -0,0 +1,1017 @@ +/* +Minetest Valleys C +Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net> +Copyright (C) 2010-2015 paramat, Matt Gregory +Copyright (C) 2016 Duane Robertson <duane@duanerobertson.com> + +Based on Valleys Mapgen by Gael de Sailly + (https://forum.minetest.net/viewtopic.php?f=9&t=11430) +and mapgen_v7, mapgen_flat by kwolekr and paramat. + +Licensing changed by permission of Gael de Sailly. + +This program is free software; you can redistribute it and/or modify +it under the terms of the GNU Lesser General Public License as published by +the Free Software Foundation; either version 2.1 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU Lesser General Public License for more details. + +You should have received a copy of the GNU Lesser General Public License along +with this program; if not, write to the Free Software Foundation, Inc., +51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. +*/ + +#include "mapgen.h" +#include "voxel.h" +#include "noise.h" +#include "mapblock.h" +#include "mapnode.h" +#include "map.h" +#include "content_sao.h" +#include "nodedef.h" +#include "voxelalgorithms.h" +#include "settings.h" // For g_settings +#include "emerge.h" +#include "dungeongen.h" +#include "treegen.h" +#include "mg_biome.h" +#include "mg_ore.h" +#include "mg_decoration.h" +#include "mapgen_valleys.h" +#include "cavegen.h" + + +//#undef NDEBUG +//#include "assert.h" + +//#include "util/timetaker.h" +//#include "profiler.h" + + +//static Profiler mapgen_prof; +//Profiler *mapgen_profiler = &mapgen_prof; + +static FlagDesc flagdesc_mapgen_valleys[] = { + {"altitude_chill", MGVALLEYS_ALT_CHILL}, + {"humid_rivers", MGVALLEYS_HUMID_RIVERS}, + {NULL, 0} +}; + +/////////////////////////////////////////////////////////////////////////////// + + +MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *emerge) + : Mapgen(mapgenid, params, emerge) +{ + this->m_emerge = emerge; + this->bmgr = emerge->biomemgr; + + //// amount of elements to skip for the next index + //// for noise/height/biome maps (not vmanip) + this->ystride = csize.X; + this->zstride = csize.X * (csize.Y + 2); + // 1-down overgeneration + this->zstride_1d = csize.X * (csize.Y + 1); + + this->biomemap = new u8[csize.X * csize.Z]; + this->heightmap = new s16[csize.X * csize.Z]; + this->heatmap = NULL; + this->humidmap = NULL; + + this->map_gen_limit = MYMIN(MAX_MAP_GENERATION_LIMIT, + g_settings->getU16("map_generation_limit")); + + MapgenValleysParams *sp = (MapgenValleysParams *)params->sparams; + + this->spflags = sp->spflags; + this->altitude_chill = sp->altitude_chill; + this->large_cave_depth = sp->large_cave_depth; + this->lava_features_lim = rangelim(sp->lava_features, 0, 10); + this->massive_cave_depth = sp->massive_cave_depth; + this->river_depth_bed = sp->river_depth + 1.f; + this->river_size_factor = sp->river_size / 100.f; + this->water_features_lim = rangelim(sp->water_features, 0, 10); + this->cave_width = sp->cave_width; + + //// 2D Terrain noise + noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z); + noise_inter_valley_slope = new Noise(&sp->np_inter_valley_slope, seed, csize.X, csize.Z); + noise_rivers = new Noise(&sp->np_rivers, seed, csize.X, csize.Z); + noise_terrain_height = new Noise(&sp->np_terrain_height, seed, csize.X, csize.Z); + noise_valley_depth = new Noise(&sp->np_valley_depth, seed, csize.X, csize.Z); + noise_valley_profile = new Noise(&sp->np_valley_profile, seed, csize.X, csize.Z); + + //// 3D Terrain noise + // 1-up 1-down overgeneration + noise_inter_valley_fill = new Noise(&sp->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z); + // 1-down overgeneraion + noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z); + noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z); + noise_massive_caves = new Noise(&sp->np_massive_caves, seed, csize.X, csize.Y + 1, csize.Z); + + //// Biome noise + noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z); + noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z); + noise_humidity_blend = new Noise(¶ms->np_biome_humidity_blend, seed, csize.X, csize.Z); + noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z); + + this->humid_rivers = (spflags & MGVALLEYS_HUMID_RIVERS); + this->use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL); + this->humidity_adjust = params->np_biome_humidity.offset - 50.f; + + // a small chance of overflows if the settings are very high + this->cave_water_max_height = water_level + MYMAX(0, water_features_lim - 4) * 50; + this->lava_max_height = water_level + MYMAX(0, lava_features_lim - 4) * 50; + + tcave_cache = new float[csize.Y + 2]; + + //// Resolve nodes to be used + INodeDefManager *ndef = emerge->ndef; + + c_cobble = ndef->getId("mapgen_cobble"); + c_desert_stone = ndef->getId("mapgen_desert_stone"); + c_dirt = ndef->getId("mapgen_dirt"); + c_lava_source = ndef->getId("mapgen_lava_source"); + c_mossycobble = ndef->getId("mapgen_mossycobble"); + c_river_water_source = ndef->getId("mapgen_river_water_source"); + c_sand = ndef->getId("mapgen_sand"); + c_sandstonebrick = ndef->getId("mapgen_sandstonebrick"); + c_sandstone = ndef->getId("mapgen_sandstone"); + c_stair_cobble = ndef->getId("mapgen_stair_cobble"); + c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick"); + c_stone = ndef->getId("mapgen_stone"); + c_water_source = ndef->getId("mapgen_water_source"); + + if (c_mossycobble == CONTENT_IGNORE) + c_mossycobble = c_cobble; + if (c_river_water_source == CONTENT_IGNORE) + c_river_water_source = c_water_source; + if (c_sand == CONTENT_IGNORE) + c_sand = c_stone; + if (c_sandstonebrick == CONTENT_IGNORE) + c_sandstonebrick = c_sandstone; + if (c_stair_cobble == CONTENT_IGNORE) + c_stair_cobble = c_cobble; + if (c_stair_sandstonebrick == CONTENT_IGNORE) + c_stair_sandstonebrick = c_sandstone; +} + + +MapgenValleys::~MapgenValleys() +{ + delete noise_cave1; + delete noise_cave2; + delete noise_filler_depth; + delete noise_inter_valley_fill; + delete noise_inter_valley_slope; + delete noise_rivers; + delete noise_massive_caves; + delete noise_terrain_height; + delete noise_valley_depth; + delete noise_valley_profile; + + delete noise_heat; + delete noise_heat_blend; + delete noise_humidity; + delete noise_humidity_blend; + + delete[] biomemap; + delete[] heightmap; + delete[] tcave_cache; +} + + +MapgenValleysParams::MapgenValleysParams() +{ + spflags = MGVALLEYS_HUMID_RIVERS | MGVALLEYS_ALT_CHILL; + altitude_chill = 90; // The altitude at which temperature drops by 20C. + large_cave_depth = -33; + lava_features = 0; // How often water will occur in caves. + massive_cave_depth = -256; // highest altitude of massive caves + river_depth = 4; // How deep to carve river channels. + river_size = 5; // How wide to make rivers. + water_features = 0; // How often water will occur in caves. + cave_width = 0.3; + + np_cave1 = NoiseParams(0, 12, v3f(96, 96, 96), 52534, 4, 0.5, 2.0); + np_cave2 = NoiseParams(0, 12, v3f(96, 96, 96), 10325, 4, 0.5, 2.0); + np_filler_depth = NoiseParams(0.f, 1.2f, v3f(256, 256, 256), 1605, 3, 0.5f, 2.f); + np_inter_valley_fill = NoiseParams(0.f, 1.f, v3f(256, 512, 256), 1993, 6, 0.8f, 2.f); + np_inter_valley_slope = NoiseParams(0.5f, 0.5f, v3f(128, 128, 128), 746, 1, 1.f, 2.f); + np_rivers = NoiseParams(0.f, 1.f, v3f(256, 256, 256), -6050, 5, 0.6f, 2.f); + np_massive_caves = NoiseParams(0.f, 1.f, v3f(768, 256, 768), 59033, 6, 0.63f, 2.f); + np_terrain_height = NoiseParams(-10.f, 50.f, v3f(1024, 1024, 1024), 5202, 6, 0.4f, 2.f); + np_valley_depth = NoiseParams(5.f, 4.f, v3f(512, 512, 512), -1914, 1, 1.f, 2.f); + np_valley_profile = NoiseParams(0.6f, 0.5f, v3f(512, 512, 512), 777, 1, 1.f, 2.f); +} + + +void MapgenValleysParams::readParams(const Settings *settings) +{ + settings->getFlagStrNoEx("mgvalleys_spflags", spflags, flagdesc_mapgen_valleys); + settings->getU16NoEx("mgvalleys_altitude_chill", altitude_chill); + settings->getS16NoEx("mgvalleys_large_cave_depth", large_cave_depth); + settings->getU16NoEx("mgvalleys_lava_features", lava_features); + settings->getS16NoEx("mgvalleys_massive_cave_depth", massive_cave_depth); + settings->getU16NoEx("mgvalleys_river_depth", river_depth); + settings->getU16NoEx("mgvalleys_river_size", river_size); + settings->getU16NoEx("mgvalleys_water_features", water_features); + settings->getFloatNoEx("mgvalleys_cave_width", cave_width); + + settings->getNoiseParams("mgvalleys_np_cave1", np_cave1); + settings->getNoiseParams("mgvalleys_np_cave2", np_cave2); + settings->getNoiseParams("mgvalleys_np_filler_depth", np_filler_depth); + settings->getNoiseParams("mgvalleys_np_inter_valley_fill", np_inter_valley_fill); + settings->getNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope); + settings->getNoiseParams("mgvalleys_np_rivers", np_rivers); + settings->getNoiseParams("mgvalleys_np_massive_caves", np_massive_caves); + settings->getNoiseParams("mgvalleys_np_terrain_height", np_terrain_height); + settings->getNoiseParams("mgvalleys_np_valley_depth", np_valley_depth); + settings->getNoiseParams("mgvalleys_np_valley_profile", np_valley_profile); +} + + +void MapgenValleysParams::writeParams(Settings *settings) const +{ + settings->setFlagStr("mgvalleys_spflags", spflags, flagdesc_mapgen_valleys, U32_MAX); + settings->setU16("mgvalleys_altitude_chill", altitude_chill); + settings->setS16("mgvalleys_large_cave_depth", large_cave_depth); + settings->setU16("mgvalleys_lava_features", lava_features); + settings->setS16("mgvalleys_massive_cave_depth", massive_cave_depth); + settings->setU16("mgvalleys_river_depth", river_depth); + settings->setU16("mgvalleys_river_size", river_size); + settings->setU16("mgvalleys_water_features", water_features); + settings->setFloat("mgvalleys_cave_width", cave_width); + + settings->setNoiseParams("mgvalleys_np_cave1", np_cave1); + settings->setNoiseParams("mgvalleys_np_cave2", np_cave2); + settings->setNoiseParams("mgvalleys_np_filler_depth", np_filler_depth); + settings->setNoiseParams("mgvalleys_np_inter_valley_fill", np_inter_valley_fill); + settings->setNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope); + settings->setNoiseParams("mgvalleys_np_rivers", np_rivers); + settings->setNoiseParams("mgvalleys_np_massive_caves", np_massive_caves); + settings->setNoiseParams("mgvalleys_np_terrain_height", np_terrain_height); + settings->setNoiseParams("mgvalleys_np_valley_depth", np_valley_depth); + settings->setNoiseParams("mgvalleys_np_valley_profile", np_valley_profile); +} + + +/////////////////////////////////////// + + +void MapgenValleys::makeChunk(BlockMakeData *data) +{ + // Pre-conditions + assert(data->vmanip); + assert(data->nodedef); + assert(data->blockpos_requested.X >= data->blockpos_min.X && + data->blockpos_requested.Y >= data->blockpos_min.Y && + data->blockpos_requested.Z >= data->blockpos_min.Z); + assert(data->blockpos_requested.X <= data->blockpos_max.X && + data->blockpos_requested.Y <= data->blockpos_max.Y && + data->blockpos_requested.Z <= data->blockpos_max.Z); + + this->generating = true; + this->vm = data->vmanip; + this->ndef = data->nodedef; + + //TimeTaker t("makeChunk"); + + v3s16 blockpos_min = data->blockpos_min; + v3s16 blockpos_max = data->blockpos_max; + node_min = blockpos_min * MAP_BLOCKSIZE; + node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1); + full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE; + full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1); + + blockseed = getBlockSeed2(full_node_min, seed); + + // Generate noise maps and base terrain height. + calculateNoise(); + + // Generate base terrain with initial heightmaps + s16 stone_surface_max_y = generateTerrain(); + + // Create biomemap at heightmap surface + bmgr->calcBiomes(csize.X, csize.Z, heatmap, humidmap, heightmap, biomemap); + + // Actually place the biome-specific nodes + MgStoneType stone_type = generateBiomes(heatmap, humidmap); + + // Cave creation. + if (flags & MG_CAVES) + generateCaves(stone_surface_max_y); + + // Dungeon creation + if ((flags & MG_DUNGEONS) && node_max.Y < 50 && (stone_surface_max_y >= node_min.Y)) { + DungeonParams dp; + + dp.np_rarity = nparams_dungeon_rarity; + dp.np_density = nparams_dungeon_density; + dp.np_wetness = nparams_dungeon_wetness; + dp.c_water = c_water_source; + if (stone_type == STONE) { + dp.c_cobble = c_cobble; + dp.c_moss = c_mossycobble; + dp.c_stair = c_stair_cobble; + + dp.diagonal_dirs = false; + dp.mossratio = 3.f; + dp.holesize = v3s16(1, 2, 1); + dp.roomsize = v3s16(0, 0, 0); + dp.notifytype = GENNOTIFY_DUNGEON; + } else if (stone_type == DESERT_STONE) { + dp.c_cobble = c_desert_stone; + dp.c_moss = c_desert_stone; + dp.c_stair = c_desert_stone; + + dp.diagonal_dirs = true; + dp.mossratio = 0.f; + dp.holesize = v3s16(2, 3, 2); + dp.roomsize = v3s16(2, 5, 2); + dp.notifytype = GENNOTIFY_TEMPLE; + } else if (stone_type == SANDSTONE) { + dp.c_cobble = c_sandstonebrick; + dp.c_moss = c_sandstonebrick; + dp.c_stair = c_sandstonebrick; + + dp.diagonal_dirs = false; + dp.mossratio = 0.f; + dp.holesize = v3s16(2, 2, 2); + dp.roomsize = v3s16(2, 0, 2); + dp.notifytype = GENNOTIFY_DUNGEON; + } + + DungeonGen dgen(this, &dp); + dgen.generate(blockseed, full_node_min, full_node_max); + } + + // Generate the registered decorations + if (flags & MG_DECORATIONS) + m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max); + + // Generate the registered ores + m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max); + + // Sprinkle some dust on top after everything else was generated + dustTopNodes(); + + //TimeTaker tll("liquid_lighting"); + + updateLiquid(&data->transforming_liquid, full_node_min, full_node_max); + + if (flags & MG_LIGHT) + calcLighting( + node_min - v3s16(0, 1, 0), + node_max + v3s16(0, 1, 0), + full_node_min, + full_node_max); + + //mapgen_profiler->avg("liquid_lighting", tll.stop() / 1000.f); + //mapgen_profiler->avg("makeChunk", t.stop() / 1000.f); + + this->generating = false; +} + + +// Populate the noise tables and do most of the +// calculation necessary to determine terrain height. +void MapgenValleys::calculateNoise() +{ + //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO); + + int x = node_min.X; + int y = node_min.Y - 1; + int z = node_min.Z; + + //TimeTaker tcn("actualNoise"); + + noise_filler_depth->perlinMap2D(x, z); + noise_heat_blend->perlinMap2D(x, z); + noise_heat->perlinMap2D(x, z); + noise_humidity_blend->perlinMap2D(x, z); + noise_humidity->perlinMap2D(x, z); + noise_inter_valley_slope->perlinMap2D(x, z); + noise_rivers->perlinMap2D(x, z); + noise_terrain_height->perlinMap2D(x, z); + noise_valley_depth->perlinMap2D(x, z); + noise_valley_profile->perlinMap2D(x, z); + + noise_inter_valley_fill->perlinMap3D(x, y, z); + + //mapgen_profiler->avg("noisemaps", tcn.stop() / 1000.f); + + float heat_offset = 0.f; + float humidity_scale = 1.f; + + // Altitude chill tends to reduce the average heat. + if (use_altitude_chill) + heat_offset = 5.f; + + // River humidity tends to increase the humidity range. + if (humid_rivers) { + humidity_scale = 0.8f; + } + + for (s32 index = 0; index < csize.X * csize.Z; index++) { + noise_heat->result[index] += noise_heat_blend->result[index] + heat_offset; + noise_humidity->result[index] *= humidity_scale; + noise_humidity->result[index] += noise_humidity_blend->result[index]; + } + + TerrainNoise tn; + + u32 index = 0; + for (tn.z = node_min.Z; tn.z <= node_max.Z; tn.z++) + for (tn.x = node_min.X; tn.x <= node_max.X; tn.x++, index++) { + // The parameters that we actually need to generate terrain + // are passed by address (and the return value). + tn.terrain_height = noise_terrain_height->result[index]; + // River noise is replaced with base terrain, which + // is basically the height of the water table. + tn.rivers = &noise_rivers->result[index]; + // Valley depth noise is replaced with the valley + // number that represents the height of terrain + // over rivers and is used to determine about + // how close a river is for humidity calculation. + tn.valley = &noise_valley_depth->result[index]; + tn.valley_profile = noise_valley_profile->result[index]; + // Slope noise is replaced by the calculated slope + // which is used to get terrain height in the slow + // method, to create sharper mountains. + tn.slope = &noise_inter_valley_slope->result[index]; + tn.inter_valley_fill = noise_inter_valley_fill->result[index]; + + // This is the actual terrain height. + float mount = terrainLevelFromNoise(&tn); + noise_terrain_height->result[index] = mount; + } + + heatmap = noise_heat->result; + humidmap = noise_humidity->result; +} + + +// This keeps us from having to maintain two similar sets of +// complicated code to determine ground level. +float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn) +{ + // The square function changes the behaviour of this noise: + // very often small, and sometimes very high. + float valley_d = MYSQUARE(*tn->valley); + + // valley_d is here because terrain is generally higher where valleys + // are deep (mountains). base represents the height of the + // rivers, most of the surface is above. + float base = tn->terrain_height + valley_d; + + // "river" represents the distance from the river, in arbitrary units. + float river = fabs(*tn->rivers) - river_size_factor; + + // Use the curve of the function 1-exp(-(x/a)^2) to model valleys. + // Making "a" vary (0 < a <= 1) changes the shape of the valleys. + // Try it with a geometry software ! + // (here x = "river" and a = valley_profile). + // "valley" represents the height of the terrain, from the rivers. + { + float t = river / tn->valley_profile; + *tn->valley = valley_d * (1.f - exp(- MYSQUARE(t))); + } + + // approximate height of the terrain at this point + float mount = base + *tn->valley; + + *tn->slope *= *tn->valley; + + // Rivers are placed where "river" is negative, so where the original + // noise value is close to zero. + // Base ground is returned as rivers since it's basically the water table. + *tn->rivers = base; + if (river < 0.f) { + // Use the the function -sqrt(1-x^2) which models a circle. + float depth; + { + float t = river / river_size_factor + 1; + depth = (river_depth_bed * sqrt(MYMAX(0, 1.f - MYSQUARE(t)))); + } + + // base - depth : height of the bottom of the river + // water_level - 3 : don't make rivers below 3 nodes under the surface + // We use three because that's as low as the swamp biomes go. + // There is no logical equivalent to this using rangelim. + mount = MYMIN(MYMAX(base - depth, (float)(water_level - 3)), mount); + + // Slope has no influence on rivers. + *tn->slope = 0.f; + } + + return mount; +} + + +// This avoids duplicating the code in terrainLevelFromNoise, adding +// only the final step of terrain generation without a noise map. +float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn) +{ + float mount = terrainLevelFromNoise(tn); + s16 y_start = myround(mount); + + for (s16 y = y_start; y <= y_start + 1000; y++) { + float fill = NoisePerlin3D(&noise_inter_valley_fill->np, tn->x, y, tn->z, seed); + + if (fill * *tn->slope < y - mount) { + mount = MYMAX(y - 1, mount); + break; + } + } + + return mount; +} + + +int MapgenValleys::getSpawnLevelAtPoint(v2s16 p) +{ + // Check to make sure this isn't a request for a location in a river. + float rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed); + if (fabs(rivers) < river_size_factor) + return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point + + s16 level_at_point = terrainLevelAtPoint(p.X, p.Y); + if (level_at_point <= water_level || + level_at_point > water_level + 32) + return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point + else + return level_at_point; +} + + +float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z) +{ + TerrainNoise tn; + + float rivers = NoisePerlin2D(&noise_rivers->np, x, z, seed); + float valley = NoisePerlin2D(&noise_valley_depth->np, x, z, seed); + float inter_valley_slope = NoisePerlin2D(&noise_inter_valley_slope->np, x, z, seed); + + tn.x = x; + tn.z = z; + tn.terrain_height = NoisePerlin2D(&noise_terrain_height->np, x, z, seed); + tn.rivers = &rivers; + tn.valley = &valley; + tn.valley_profile = NoisePerlin2D(&noise_valley_profile->np, x, z, seed); + tn.slope = &inter_valley_slope; + tn.inter_valley_fill = 0.f; + + return adjustedTerrainLevelFromNoise(&tn); +} + + +int MapgenValleys::generateTerrain() +{ + // Raising this reduces the rate of evaporation. + static const float evaporation = 300.f; + // from the lua + static const float humidity_dropoff = 4.f; + // constant to convert altitude chill (compatible with lua) to heat + static const float alt_to_heat = 20.f; + // humidity reduction by altitude + static const float alt_to_humid = 10.f; + + MapNode n_air(CONTENT_AIR); + MapNode n_river_water(c_river_water_source); + MapNode n_sand(c_sand); + MapNode n_stone(c_stone); + MapNode n_water(c_water_source); + + v3s16 em = vm->m_area.getExtent(); + s16 surface_max_y = -MAX_MAP_GENERATION_LIMIT; + u32 index_2d = 0; + + for (s16 z = node_min.Z; z <= node_max.Z; z++) + for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) { + float river_y = noise_rivers->result[index_2d]; + float surface_y = noise_terrain_height->result[index_2d]; + float slope = noise_inter_valley_slope->result[index_2d]; + float t_heat = noise_heat->result[index_2d]; + + heightmap[index_2d] = -MAX_MAP_GENERATION_LIMIT; + + if (surface_y > surface_max_y) + surface_max_y = ceil(surface_y); + + if (humid_rivers) { + // Derive heat from (base) altitude. This will be most correct + // at rivers, since other surface heights may vary below. + if (use_altitude_chill && (surface_y > 0.f || river_y > 0.f)) + t_heat -= alt_to_heat * MYMAX(surface_y, river_y) / altitude_chill; + + // If humidity is low or heat is high, lower the water table. + float delta = noise_humidity->result[index_2d] - 50.f; + if (delta < 0.f) { + float t_evap = (t_heat - 32.f) / evaporation; + river_y += delta * MYMAX(t_evap, 0.08f); + } + } + + u32 index_3d = (z - node_min.Z) * zstride + (x - node_min.X); + u32 index_data = vm->m_area.index(x, node_min.Y - 1, z); + + // Mapgens concern themselves with stone and water. + for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) { + if (vm->m_data[index_data].getContent() == CONTENT_IGNORE) { + float fill = noise_inter_valley_fill->result[index_3d]; + float surface_delta = (float)y - surface_y; + bool river = y + 1 < river_y; + + if (fabs(surface_delta) <= 0.5f && y > water_level && river) { + // river bottom + vm->m_data[index_data] = n_sand; + } else if (slope * fill > surface_delta) { + // ground + vm->m_data[index_data] = n_stone; + if (y > heightmap[index_2d]) + heightmap[index_2d] = y; + if (y > surface_max_y) + surface_max_y = y; + } else if (y <= water_level) { + // sea + vm->m_data[index_data] = n_water; + } else if (river) { + // river + vm->m_data[index_data] = n_river_water; + } else { + vm->m_data[index_data] = n_air; + } + } + + vm->m_area.add_y(em, index_data, 1); + index_3d += ystride; + } + + // This happens if we're generating a chunk that doesn't + // contain the terrain surface, in which case, we need + // to set heightmap to a value outside of the chunk, + // to avoid confusing lua mods that use heightmap. + if (heightmap[index_2d] == -MAX_MAP_GENERATION_LIMIT) { + s16 surface_y_int = myround(surface_y); + if (surface_y_int > node_max.Y + 1 || surface_y_int < node_min.Y - 1) { + // If surface_y is outside the chunk, it's good enough. + heightmap[index_2d] = surface_y_int; + } else { + // If the ground is outside of this chunk, but surface_y + // is within the chunk, give a value outside. + heightmap[index_2d] = node_min.Y - 2; + } + } + + if (humid_rivers) { + // Use base ground (water table) in a riverbed, to + // avoid an unnatural rise in humidity. + float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]); + float humid = noise_humidity->result[index_2d]; + float water_depth = (t_alt - river_y) / humidity_dropoff; + humid *= 1.f + pow(0.5f, MYMAX(water_depth, 1.f)); + + // Reduce humidity with altitude (ignoring riverbeds). + // This is similar to the lua version's seawater adjustment, + // but doesn't increase the base humidity, which causes + // problems with the default biomes. + if (t_alt > 0.f) + humid -= alt_to_humid * t_alt / altitude_chill; + + noise_humidity->result[index_2d] = humid; + } + + // Assign the heat adjusted by any changed altitudes. + // The altitude will change about half the time. + if (use_altitude_chill) { + // ground height ignoring riverbeds + float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]); + if (humid_rivers && heightmap[index_2d] == (s16)myround(surface_y)) + // The altitude hasn't changed. Use the first result. + noise_heat->result[index_2d] = t_heat; + else if (t_alt > 0.f) + noise_heat->result[index_2d] -= alt_to_heat * t_alt / altitude_chill; + } + } + + return surface_max_y; +} + + +MgStoneType MapgenValleys::generateBiomes(float *heat_map, float *humidity_map) +{ + v3s16 em = vm->m_area.getExtent(); + u32 index = 0; + MgStoneType stone_type = STONE; + + 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 = NULL; + u16 depth_top = 0; + u16 base_filler = 0; + u16 depth_water_top = 0; + u32 vi = vm->m_area.index(x, node_max.Y, z); + + // Check node at base of mapchunk above, either a node of a previously + // generated mapchunk or if not, a node of overgenerated base terrain. + content_t c_above = vm->m_data[vi + em.X].getContent(); + bool air_above = c_above == CONTENT_AIR; + bool water_above = (c_above == c_water_source || c_above == c_river_water_source); + + // If there is air or water above enable top/filler placement, otherwise force + // nplaced to stone level by setting a number exceeding any possible filler depth. + u16 nplaced = (air_above || water_above) ? 0 : U16_MAX; + + for (s16 y = node_max.Y; y >= node_min.Y; y--) { + content_t c = vm->m_data[vi].getContent(); + + // Biome is recalculated each time an upper surface is detected while + // working down a column. The selected biome then remains in effect for + // all nodes below until the next surface and biome recalculation. + // Biome is recalculated: + // 1. At the surface of stone below air or water. + // 2. At the surface of water below air. + // 3. When stone or water is detected but biome has not yet been calculated. + if ((c == c_stone && (air_above || water_above || !biome)) + || ((c == c_water_source || c == c_river_water_source) + && (air_above || !biome))) { + // Both heat and humidity have already been adjusted for altitude. + biome = bmgr->getBiome(heat_map[index], humidity_map[index], y); + + depth_top = biome->depth_top; + base_filler = MYMAX(depth_top + + biome->depth_filler + + noise_filler_depth->result[index], 0.f); + depth_water_top = biome->depth_water_top; + + // Detect stone type for dungeons during every biome calculation. + // This is more efficient than detecting per-node and will not + // miss any desert stone or sandstone biomes. + if (biome->c_stone == c_desert_stone) + stone_type = DESERT_STONE; + else if (biome->c_stone == c_sandstone) + stone_type = SANDSTONE; + } + + if (c == c_stone) { + content_t c_below = vm->m_data[vi - em.X].getContent(); + + // If the node below isn't solid, make this node stone, so that + // any top/filler nodes above are structurally supported. + // This is done by aborting the cycle of top/filler placement + // immediately by forcing nplaced to stone level. + if (c_below == CONTENT_AIR + || c_below == c_water_source + || c_below == c_river_water_source) + nplaced = U16_MAX; + + if (nplaced < depth_top) { + vm->m_data[vi] = MapNode(biome->c_top); + nplaced++; + } else if (nplaced < base_filler) { + vm->m_data[vi] = MapNode(biome->c_filler); + nplaced++; + } else { + vm->m_data[vi] = MapNode(biome->c_stone); + } + + air_above = false; + water_above = false; + } else if (c == c_water_source) { + vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) + ? biome->c_water_top : biome->c_water); + nplaced = 0; // Enable top/filler placement for next surface + air_above = false; + water_above = true; + } else if (c == c_river_water_source) { + vm->m_data[vi] = MapNode(biome->c_river_water); + nplaced = depth_top; // Enable filler placement for next surface + air_above = false; + water_above = true; + } else if (c == CONTENT_AIR) { + nplaced = 0; // Enable top/filler placement for next surface + air_above = true; + water_above = false; + } else { // Possible various nodes overgenerated from neighbouring mapchunks + nplaced = U16_MAX; // Disable top/filler placement + air_above = false; + water_above = false; + } + + vm->m_area.add_y(em, vi, -1); + } + } + + return stone_type; +} + + +void MapgenValleys::dustTopNodes() +{ + if (node_max.Y < water_level) + return; + + v3s16 em = vm->m_area.getExtent(); + 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 = (Biome *)bmgr->getRaw(biomemap[index]); + + if (biome->c_dust == CONTENT_IGNORE) + continue; + + u32 vi = vm->m_area.index(x, full_node_max.Y, z); + content_t c_full_max = vm->m_data[vi].getContent(); + s16 y_start; + + if (c_full_max == CONTENT_AIR) { + y_start = full_node_max.Y - 1; + } else if (c_full_max == CONTENT_IGNORE) { + vi = vm->m_area.index(x, node_max.Y + 1, z); + content_t c_max = vm->m_data[vi].getContent(); + + if (c_max == CONTENT_AIR) + y_start = node_max.Y; + else + continue; + } else { + continue; + } + + vi = vm->m_area.index(x, y_start, z); + for (s16 y = y_start; y >= node_min.Y - 1; y--) { + if (vm->m_data[vi].getContent() != CONTENT_AIR) + break; + + vm->m_area.add_y(em, vi, -1); + } + + content_t c = vm->m_data[vi].getContent(); + if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) { + vm->m_area.add_y(em, vi, 1); + vm->m_data[vi] = MapNode(biome->c_dust); + } + } +} + + +void MapgenValleys::generateCaves(s16 max_stone_y) +{ + if (max_stone_y < node_min.Y) + return; + + noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z); + noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z); + + PseudoRandom ps(blockseed + 72202); + + MapNode n_air(CONTENT_AIR); + MapNode n_lava(c_lava_source); + MapNode n_water(c_river_water_source); + + v3s16 em = vm->m_area.getExtent(); + + // Cave blend distance near YMIN, YMAX + const float massive_cave_blend = 128.f; + // noise threshold for massive caves + const float massive_cave_threshold = 0.6f; + // mct: 1 = small rare caves, 0.5 1/3rd ground volume, 0 = 1/2 ground volume. + + float yblmin = -map_gen_limit + massive_cave_blend * 1.5f; + float yblmax = massive_cave_depth - massive_cave_blend * 1.5f; + bool made_a_big_one = false; + + // Cache the tcave values as they only vary by altitude. + if (node_max.Y <= massive_cave_depth) { + noise_massive_caves->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z); + + for (s16 y = node_min.Y - 1; y <= node_max.Y; y++) { + float tcave = massive_cave_threshold; + + if (y < yblmin) { + float t = (yblmin - y) / massive_cave_blend; + tcave += MYSQUARE(t); + } else if (y > yblmax) { + float t = (y - yblmax) / massive_cave_blend; + tcave += MYSQUARE(t); + } + + tcave_cache[y - node_min.Y + 1] = tcave; + } + } + + // lava_depth varies between one and ten as you approach + // the bottom of the world. + s16 lava_depth = ceil((lava_max_height - node_min.Y + 1) * 10.f / map_gen_limit); + // This allows random lava spawns to be less common at the surface. + s16 lava_chance = MYCUBE(lava_features_lim) * lava_depth; + // water_depth varies between ten and one on the way down. + s16 water_depth = ceil((map_gen_limit - abs(node_min.Y) + 1) * 10.f / map_gen_limit); + // This allows random water spawns to be more common at the surface. + s16 water_chance = MYCUBE(water_features_lim) * water_depth; + + // Reduce the odds of overflows even further. + if (node_max.Y > water_level) { + lava_chance /= 3; + water_chance /= 3; + } + + u32 index_2d = 0; + for (s16 z = node_min.Z; z <= node_max.Z; z++) + for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) { + Biome *biome = (Biome *)bmgr->getRaw(biomemap[index_2d]); + bool tunnel_air_above = false; + bool underground = false; + u32 index_data = vm->m_area.index(x, node_max.Y, z); + u32 index_3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride + (x - node_min.X); + + // Dig caves on down loop to check for air above. + // Don't excavate the overgenerated stone at node_max.Y + 1, + // this creates a 'roof' over the tunnel, preventing light in + // tunnels at mapchunk borders when generating mapchunks upwards. + // This 'roof' is removed when the mapchunk above is generated. + for (s16 y = node_max.Y; y >= node_min.Y - 1; y--, + index_3d -= ystride, + vm->m_area.add_y(em, index_data, -1)) { + + float terrain = noise_terrain_height->result[index_2d]; + + // Saves some time. + if (y > terrain + 10) + continue; + else if (y < terrain - 40) + underground = true; + + // Dig massive caves. + if (node_max.Y <= massive_cave_depth + && noise_massive_caves->result[index_3d] + > tcave_cache[y - node_min.Y + 1]) { + vm->m_data[index_data] = n_air; + made_a_big_one = true; + continue; + } + + content_t c = vm->m_data[index_data].getContent(); + float d1 = contour(noise_cave1->result[index_3d]); + float d2 = contour(noise_cave2->result[index_3d]); + + // River water is not set as ground content + // in the default game. This can produce strange results + // when a tunnel undercuts a river. However, that's not for + // the mapgen to correct. Fix it in lua. + + if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) { + // in a tunnel + vm->m_data[index_data] = n_air; + tunnel_air_above = true; + } else if (c == biome->c_filler || c == biome->c_stone) { + if (tunnel_air_above) { + // at the tunnel floor + s16 sr = ps.range(0, 39); + u32 j = index_data; + vm->m_area.add_y(em, j, 1); + + if (sr > terrain - y) { + // Put dirt in tunnels near the surface. + if (underground) + vm->m_data[index_data] = MapNode(biome->c_filler); + else + vm->m_data[index_data] = MapNode(biome->c_top); + } else if (sr < 3 && underground) { + sr = abs(ps.next()); + if (lava_features_lim > 0 && y <= lava_max_height + && c == biome->c_stone && sr < lava_chance) + vm->m_data[j] = n_lava; + + sr -= lava_chance; + + // If sr < 0 then we should have already placed lava -- + // don't immediately dump water on it. + if (water_features_lim > 0 && y <= cave_water_max_height + && sr >= 0 && sr < water_chance) + vm->m_data[j] = n_water; + } + } + + tunnel_air_above = false; + underground = true; + } else { + tunnel_air_above = false; + } + } + } + + if (node_max.Y <= large_cave_depth && !made_a_big_one) { + u32 bruises_count = ps.range(0, 2); + for (u32 i = 0; i < bruises_count; i++) { + CaveV5 cave(this, &ps); + cave.makeCave(node_min, node_max, max_stone_y); + } + } +} |