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/*
Minetest
Copyright (C) 2016-2019 Duane Robertson <duane@duanerobertson.com>
Copyright (C) 2016-2019 paramat
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 "nodedef.h"
#include "voxelalgorithms.h"
//#include "profiler.h" // For TimeTaker
#include "settings.h" // For g_settings
#include "emerge.h"
#include "dungeongen.h"
#include "mg_biome.h"
#include "mg_ore.h"
#include "mg_decoration.h"
#include "mapgen_valleys.h"
#include "cavegen.h"
#include <cmath>
FlagDesc flagdesc_mapgen_valleys[] = {
{"altitude_chill", MGVALLEYS_ALT_CHILL},
{"humid_rivers", MGVALLEYS_HUMID_RIVERS},
{"vary_river_depth", MGVALLEYS_VARY_RIVER_DEPTH},
{"altitude_dry", MGVALLEYS_ALT_DRY},
{NULL, 0}
};
MapgenValleys::MapgenValleys(MapgenValleysParams *params, EmergeManager *emerge)
: MapgenBasic(MAPGEN_VALLEYS, params, emerge)
{
// NOTE: MapgenValleys has a hard dependency on BiomeGenOriginal
m_bgen = (BiomeGenOriginal *)biomegen;
spflags = params->spflags;
altitude_chill = params->altitude_chill;
river_depth_bed = params->river_depth + 1.0f;
river_size_factor = params->river_size / 100.0f;
cave_width = params->cave_width;
large_cave_depth = params->large_cave_depth;
small_cave_num_min = params->small_cave_num_min;
small_cave_num_max = params->small_cave_num_max;
large_cave_num_min = params->large_cave_num_min;
large_cave_num_max = params->large_cave_num_max;
large_cave_flooded = params->large_cave_flooded;
cavern_limit = params->cavern_limit;
cavern_taper = params->cavern_taper;
cavern_threshold = params->cavern_threshold;
dungeon_ymin = params->dungeon_ymin;
dungeon_ymax = params->dungeon_ymax;
//// 2D Terrain noise
noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
noise_inter_valley_slope = new Noise(¶ms->np_inter_valley_slope, seed, csize.X, csize.Z);
noise_rivers = new Noise(¶ms->np_rivers, seed, csize.X, csize.Z);
noise_terrain_height = new Noise(¶ms->np_terrain_height, seed, csize.X, csize.Z);
noise_valley_depth = new Noise(¶ms->np_valley_depth, seed, csize.X, csize.Z);
noise_valley_profile = new Noise(¶ms->np_valley_profile, seed, csize.X, csize.Z);
//// 3D Terrain noise
// 1-up 1-down overgeneration
noise_inter_valley_fill = new Noise(¶ms->np_inter_valley_fill,
seed, csize.X, csize.Y + 2, csize.Z);
// 1-down overgeneraion
MapgenBasic::np_cave1 = params->np_cave1;
MapgenBasic::np_cave2 = params->np_cave2;
MapgenBasic::np_cavern = params->np_cavern;
MapgenBasic::np_dungeons = params->np_dungeons;
}
MapgenValleys::~MapgenValleys()
{
delete noise_filler_depth;
delete noise_inter_valley_fill;
delete noise_inter_valley_slope;
delete noise_rivers;
delete noise_terrain_height;
delete noise_valley_depth;
delete noise_valley_profile;
}
MapgenValleysParams::MapgenValleysParams():
np_filler_depth (0.0, 1.2, v3f(256, 256, 256), 1605, 3, 0.5, 2.0),
np_inter_valley_fill (0.0, 1.0, v3f(256, 512, 256), 1993, 6, 0.8, 2.0),
np_inter_valley_slope (0.5, 0.5, v3f(128, 128, 128), 746, 1, 1.0, 2.0),
np_rivers (0.0, 1.0, v3f(256, 256, 256), -6050, 5, 0.6, 2.0),
np_terrain_height (-10.0, 50.0, v3f(1024, 1024, 1024), 5202, 6, 0.4, 2.0),
np_valley_depth (5.0, 4.0, v3f(512, 512, 512), -1914, 1, 1.0, 2.0),
np_valley_profile (0.6, 0.50, v3f(512, 512, 512), 777, 1, 1.0, 2.0),
np_cave1 (0.0, 12.0, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
np_cave2 (0.0, 12.0, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
np_cavern (0.0, 1.0, v3f(768, 256, 768), 59033, 6, 0.63, 2.0),
np_dungeons (0.9, 0.5, v3f(500, 500, 500), 0, 2, 0.8, 2.0)
{
}
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_small_cave_num_min", small_cave_num_min);
settings->getU16NoEx("mgvalleys_small_cave_num_max", small_cave_num_max);
settings->getU16NoEx("mgvalleys_large_cave_num_min", large_cave_num_min);
settings->getU16NoEx("mgvalleys_large_cave_num_max", large_cave_num_max);
settings->getFloatNoEx("mgvalleys_large_cave_flooded", large_cave_flooded);
settings->getU16NoEx("mgvalleys_river_depth", river_depth);
settings->getU16NoEx("mgvalleys_river_size", river_size);
settings->getFloatNoEx("mgvalleys_cave_width", cave_width);
settings->getS16NoEx("mgvalleys_cavern_limit", cavern_limit);
settings->getS16NoEx("mgvalleys_cavern_taper", cavern_taper);
settings->getFloatNoEx("mgvalleys_cavern_threshold", cavern_threshold);
settings->getS16NoEx("mgvalleys_dungeon_ymin", dungeon_ymin);
settings->getS16NoEx("mgvalleys_dungeon_ymax", dungeon_ymax);
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_terrain_height", np_terrain_height);
settings->getNoiseParams("mgvalleys_np_valley_depth", np_valley_depth);
settings->getNoiseParams("mgvalleys_np_valley_profile", np_valley_profile);
settings->getNoiseParams("mgvalleys_np_cave1", np_cave1);
settings->getNoiseParams("mgvalleys_np_cave2", np_cave2);
settings->getNoiseParams("mgvalleys_np_cavern", np_cavern);
settings->getNoiseParams("mgvalleys_np_dungeons", np_dungeons);
}
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_small_cave_num_min", small_cave_num_min);
settings->setU16("mgvalleys_small_cave_num_max", small_cave_num_max);
settings->setU16("mgvalleys_large_cave_num_min", large_cave_num_min);
settings->setU16("mgvalleys_large_cave_num_max", large_cave_num_max);
settings->setFloat("mgvalleys_large_cave_flooded", large_cave_flooded);
settings->setU16("mgvalleys_river_depth", river_depth);
settings->setU16("mgvalleys_river_size", river_size);
settings->setFloat("mgvalleys_cave_width", cave_width);
settings->setS16("mgvalleys_cavern_limit", cavern_limit);
settings->setS16("mgvalleys_cavern_taper", cavern_taper);
settings->setFloat("mgvalleys_cavern_threshold", cavern_threshold);
settings->setS16("mgvalleys_dungeon_ymin", dungeon_ymin);
settings->setS16("mgvalleys_dungeon_ymax", dungeon_ymax);
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_terrain_height", np_terrain_height);
settings->setNoiseParams("mgvalleys_np_valley_depth", np_valley_depth);
settings->setNoiseParams("mgvalleys_np_valley_profile", np_valley_profile);
settings->setNoiseParams("mgvalleys_np_cave1", np_cave1);
settings->setNoiseParams("mgvalleys_np_cave2", np_cave2);
settings->setNoiseParams("mgvalleys_np_cavern", np_cavern);
settings->setNoiseParams("mgvalleys_np_dungeons", np_dungeons);
}
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);
//TimeTaker t("makeChunk");
this->generating = true;
this->vm = data->vmanip;
this->ndef = data->nodedef;
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 biome noises. Note this must be executed strictly before
// generateTerrain, because generateTerrain depends on intermediate
// biome-related noises.
m_bgen->calcBiomeNoise(node_min);
// Generate terrain
s16 stone_surface_max_y = generateTerrain();
// Create heightmap
updateHeightmap(node_min, node_max);
// Place biome-specific nodes and build biomemap
if (flags & MG_BIOMES) {
generateBiomes();
}
// Generate tunnels, caverns and large randomwalk caves
if (flags & MG_CAVES) {
// Generate tunnels first as caverns confuse them
generateCavesNoiseIntersection(stone_surface_max_y);
// Generate caverns
bool near_cavern = generateCavernsNoise(stone_surface_max_y);
// Generate large randomwalk caves
if (near_cavern)
// Disable large randomwalk caves in this mapchunk by setting
// 'large cave depth' to world base. Avoids excessive liquid in
// large caverns and floating blobs of overgenerated liquid.
generateCavesRandomWalk(stone_surface_max_y,
-MAX_MAP_GENERATION_LIMIT);
else
generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
}
// Generate the registered ores
m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
// Dungeon creation
if (flags & MG_DUNGEONS)
generateDungeons(stone_surface_max_y);
// Generate the registered decorations
if (flags & MG_DECORATIONS)
m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
// Sprinkle some dust on top after everything else was generated
if (flags & MG_BIOMES)
dustTopNodes();
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);
this->generating = false;
//printf("makeChunk: %lums\n", t.stop());
}
int MapgenValleys::getSpawnLevelAtPoint(v2s16 p)
{
// Check if in a river channel
float n_rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed);
if (std::fabs(n_rivers) <= river_size_factor)
// Unsuitable spawn point
return MAX_MAP_GENERATION_LIMIT;
float n_slope = NoisePerlin2D(&noise_inter_valley_slope->np, p.X, p.Y, seed);
float n_terrain_height = NoisePerlin2D(&noise_terrain_height->np, p.X, p.Y, seed);
float n_valley = NoisePerlin2D(&noise_valley_depth->np, p.X, p.Y, seed);
float n_valley_profile = NoisePerlin2D(&noise_valley_profile->np, p.X, p.Y, seed);
float valley_d = n_valley * n_valley;
float base = n_terrain_height + valley_d;
float river = std::fabs(n_rivers) - river_size_factor;
float tv = std::fmax(river / n_valley_profile, 0.0f);
float valley_h = valley_d * (1.0f - std::exp(-tv * tv));
float surface_y = base + valley_h;
float slope = n_slope * valley_h;
float river_y = base - 1.0f;
// Raising the maximum spawn level above 'water_level + 16' is necessary for custom
// parameters that set average terrain level much higher than water_level.
s16 max_spawn_y = std::fmax(
noise_terrain_height->np.offset +
noise_valley_depth->np.offset * noise_valley_depth->np.offset,
water_level + 16);
// Starting spawn search at max_spawn_y + 128 ensures 128 nodes of open
// space above spawn position. Avoids spawning in possibly sealed voids.
for (s16 y = max_spawn_y + 128; y >= water_level; y--) {
float n_fill = NoisePerlin3D(&noise_inter_valley_fill->np, p.X, y, p.Y, seed);
float surface_delta = (float)y - surface_y;
float density = slope * n_fill - surface_delta;
if (density > 0.0f) { // If solid
// Sometimes surface level is below river water level in places that are not
// river channels.
if (y < water_level || y > max_spawn_y || y < (s16)river_y)
// Unsuitable spawn point
return MAX_MAP_GENERATION_LIMIT;
// y + 2 because y is surface and due to biome 'dust' nodes.
return y + 2;
}
}
// Unsuitable spawn position, no ground found
return MAX_MAP_GENERATION_LIMIT;
}
int MapgenValleys::generateTerrain()
{
MapNode n_air(CONTENT_AIR);
MapNode n_river_water(c_river_water_source);
MapNode n_stone(c_stone);
MapNode n_water(c_water_source);
noise_inter_valley_slope->perlinMap2D(node_min.X, node_min.Z);
noise_rivers->perlinMap2D(node_min.X, node_min.Z);
noise_terrain_height->perlinMap2D(node_min.X, node_min.Z);
noise_valley_depth->perlinMap2D(node_min.X, node_min.Z);
noise_valley_profile->perlinMap2D(node_min.X, node_min.Z);
noise_inter_valley_fill->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
const 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 n_slope = noise_inter_valley_slope->result[index_2d];
float n_rivers = noise_rivers->result[index_2d];
float n_terrain_height = noise_terrain_height->result[index_2d];
float n_valley = noise_valley_depth->result[index_2d];
float n_valley_profile = noise_valley_profile->result[index_2d];
float valley_d = n_valley * n_valley;
// 'base' represents the level of the river banks
float base = n_terrain_height + valley_d;
// 'river' represents the distance from the river edge
float river = std::fabs(n_rivers) - river_size_factor;
// Use the curve of the function 1-exp(-(x/a)^2) to model valleys.
// 'valley_h' represents the height of the terrain, from the rivers.
float tv = std::fmax(river / n_valley_profile, 0.0f);
float valley_h = valley_d * (1.0f - std::exp(-tv * tv));
// Approximate height of the terrain
float surface_y = base + valley_h;
float slope = n_slope * valley_h;
// River water surface is 1 node below river banks
float river_y = base - 1.0f;
// Rivers are placed where 'river' is negative
if (river < 0.0f) {
// Use the the function -sqrt(1-x^2) which models a circle
float tr = river / river_size_factor + 1.0f;
float depth = (river_depth_bed *
std::sqrt(std::fmax(0.0f, 1.0f - tr * tr)));
// There is no logical equivalent to this using rangelim
surface_y = std::fmin(
std::fmax(base - depth, (float)(water_level - 3)),
surface_y);
slope = 0.0f;
}
// Optionally vary river depth according to heat and humidity
if (spflags & MGVALLEYS_VARY_RIVER_DEPTH) {
float t_heat = m_bgen->heatmap[index_2d];
float heat = (spflags & MGVALLEYS_ALT_CHILL) ?
// Match heat value calculated below in
// 'Optionally decrease heat with altitude'.
// In rivers, 'ground height ignoring riverbeds' is 'base'.
// As this only affects river water we can assume y > water_level.
t_heat + 5.0f - (base - water_level) * 20.0f / altitude_chill :
t_heat;
float delta = m_bgen->humidmap[index_2d] - 50.0f;
if (delta < 0.0f) {
float t_evap = (heat - 32.0f) / 300.0f;
river_y += delta * std::fmax(t_evap, 0.08f);
}
}
// Highest solid node in column
s16 column_max_y = surface_y;
u32 index_3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
u32 index_data = vm->m_area.index(x, node_min.Y - 1, z);
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
if (vm->m_data[index_data].getContent() == CONTENT_IGNORE) {
float n_fill = noise_inter_valley_fill->result[index_3d];
float surface_delta = (float)y - surface_y;
// Density = density noise + density gradient
float density = slope * n_fill - surface_delta;
if (density > 0.0f) {
vm->m_data[index_data] = n_stone; // Stone
if (y > surface_max_y)
surface_max_y = y;
if (y > column_max_y)
column_max_y = y;
} else if (y <= water_level) {
vm->m_data[index_data] = n_water; // Water
} else if (y <= (s16)river_y) {
vm->m_data[index_data] = n_river_water; // River water
} else {
vm->m_data[index_data] = n_air; // Air
}
}
VoxelArea::add_y(em, index_data, 1);
index_3d += ystride;
}
// Optionally increase humidity around rivers
if (spflags & MGVALLEYS_HUMID_RIVERS) {
// Compensate to avoid increasing average humidity
m_bgen->humidmap[index_2d] *= 0.8f;
// Ground height ignoring riverbeds
float t_alt = std::fmax(base, (float)column_max_y);
float water_depth = (t_alt - base) / 4.0f;
m_bgen->humidmap[index_2d] *=
1.0f + std::pow(0.5f, std::fmax(water_depth, 1.0f));
}
// Optionally decrease humidity with altitude
if (spflags & MGVALLEYS_ALT_DRY) {
// Ground height ignoring riverbeds
float t_alt = std::fmax(base, (float)column_max_y);
// Only decrease above water_level
if (t_alt > water_level)
m_bgen->humidmap[index_2d] -=
(t_alt - water_level) * 10.0f / altitude_chill;
}
// Optionally decrease heat with altitude
if (spflags & MGVALLEYS_ALT_CHILL) {
// Compensate to avoid reducing the average heat
m_bgen->heatmap[index_2d] += 5.0f;
// Ground height ignoring riverbeds
float t_alt = std::fmax(base, (float)column_max_y);
// Only decrease above water_level
if (t_alt > water_level)
m_bgen->heatmap[index_2d] -=
(t_alt - water_level) * 20.0f / altitude_chill;
}
}
return surface_max_y;
}
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