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/*
Minetest
Copyright (C) 2015-2017 paramat
Copyright (C) 2015-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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 "profiler.h" // For TimeTaker
#include "settings.h" // For g_settings
#include "emerge.h"
#include "dungeongen.h"
#include "cavegen.h"
#include "mg_biome.h"
#include "mg_ore.h"
#include "mg_decoration.h"
#include "mapgen_flat.h"
FlagDesc flagdesc_mapgen_flat[] = {
{"lakes", MGFLAT_LAKES},
{"hills", MGFLAT_HILLS},
{NULL, 0}
};
///////////////////////////////////////////////////////////////////////////////////////
MapgenFlat::MapgenFlat(int mapgenid, MapgenFlatParams *params, EmergeManager *emerge)
: MapgenBasic(mapgenid, params, emerge)
{
spflags = params->spflags;
ground_level = params->ground_level;
large_cave_depth = params->large_cave_depth;
lava_depth = params->lava_depth;
cave_width = params->cave_width;
lake_threshold = params->lake_threshold;
lake_steepness = params->lake_steepness;
hill_threshold = params->hill_threshold;
hill_steepness = params->hill_steepness;
// 2D noise
noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
noise_terrain = new Noise(¶ms->np_terrain, seed, csize.X, csize.Z);
// 3D noise
MapgenBasic::np_cave1 = params->np_cave1;
MapgenBasic::np_cave2 = params->np_cave2;
}
MapgenFlat::~MapgenFlat()
{
delete noise_filler_depth;
if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
delete noise_terrain;
}
MapgenFlatParams::MapgenFlatParams()
{
np_terrain = NoiseParams(0, 1, v3f(600, 600, 600), 7244, 5, 0.6, 2.0);
np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
np_cave1 = NoiseParams(0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0);
np_cave2 = NoiseParams(0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0);
}
void MapgenFlatParams::readParams(const Settings *settings)
{
settings->getFlagStrNoEx("mgflat_spflags", spflags, flagdesc_mapgen_flat);
settings->getS16NoEx("mgflat_ground_level", ground_level);
settings->getS16NoEx("mgflat_large_cave_depth", large_cave_depth);
settings->getS16NoEx("mgflat_lava_depth", lava_depth);
settings->getFloatNoEx("mgflat_cave_width", cave_width);
settings->getFloatNoEx("mgflat_lake_threshold", lake_threshold);
settings->getFloatNoEx("mgflat_lake_steepness", lake_steepness);
settings->getFloatNoEx("mgflat_hill_threshold", hill_threshold);
settings->getFloatNoEx("mgflat_hill_steepness", hill_steepness);
settings->getNoiseParams("mgflat_np_terrain", np_terrain);
settings->getNoiseParams("mgflat_np_filler_depth", np_filler_depth);
settings->getNoiseParams("mgflat_np_cave1", np_cave1);
settings->getNoiseParams("mgflat_np_cave2", np_cave2);
}
void MapgenFlatParams::writeParams(Settings *settings) const
{
settings->setFlagStr("mgflat_spflags", spflags, flagdesc_mapgen_flat, U32_MAX);
settings->setS16("mgflat_ground_level", ground_level);
settings->setS16("mgflat_large_cave_depth", large_cave_depth);
settings->setS16("mgflat_lava_depth", lava_depth);
settings->setFloat("mgflat_cave_width", cave_width);
settings->setFloat("mgflat_lake_threshold", lake_threshold);
settings->setFloat("mgflat_lake_steepness", lake_steepness);
settings->setFloat("mgflat_hill_threshold", hill_threshold);
settings->setFloat("mgflat_hill_steepness", hill_steepness);
settings->setNoiseParams("mgflat_np_terrain", np_terrain);
settings->setNoiseParams("mgflat_np_filler_depth", np_filler_depth);
settings->setNoiseParams("mgflat_np_cave1", np_cave1);
settings->setNoiseParams("mgflat_np_cave2", np_cave2);
}
/////////////////////////////////////////////////////////////////
int MapgenFlat::getSpawnLevelAtPoint(v2s16 p)
{
s16 level_at_point = ground_level;
float n_terrain = 0.0f;
if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
n_terrain = NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed);
if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
level_at_point = ground_level -
(lake_threshold - n_terrain) * lake_steepness;
} else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
level_at_point = ground_level +
(n_terrain - hill_threshold) * hill_steepness;
}
if (ground_level < water_level) // Ocean world, allow spawn in water
return MYMAX(level_at_point, water_level);
else if (level_at_point > water_level)
return level_at_point; // Spawn on land
else
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
}
void MapgenFlat::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 base terrain, mountains, and ridges with initial heightmaps
s16 stone_surface_max_y = generateTerrain();
// Create heightmap
updateHeightmap(node_min, node_max);
// Init biome generator, place biome-specific nodes, and build biomemap
biomegen->calcBiomeNoise(node_min);
MgStoneType stone_type = generateBiomes(water_level - 1);
if (flags & MG_CAVES)
generateCaves(stone_surface_max_y, large_cave_depth);
if (flags & MG_DUNGEONS)
generateDungeons(stone_surface_max_y, stone_type);
// Generate the registered decorations
if (flags & MG_DECORATIONS)
m_emerge->decomgr->placeAllDecos(this, blockseed,
node_min, node_max, water_level - 1);
// Generate the registered ores
m_emerge->oremgr->placeAllOres(this, blockseed,
node_min, node_max, water_level - 1);
// Sprinkle some dust on top after everything else was generated
dustTopNodes();
//printf("makeChunk: %dms\n", t.stop());
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);
//setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
// node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
this->generating = false;
}
s16 MapgenFlat::generateTerrain()
{
MapNode n_air(CONTENT_AIR);
MapNode n_stone(c_stone);
MapNode n_water(c_water_source);
const v3s16 &em = vm->m_area.getExtent();
s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
u32 ni2d = 0;
bool use_noise = (spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS);
if (use_noise)
noise_terrain->perlinMap2D(node_min.X, node_min.Z);
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, ni2d++) {
s16 stone_level = ground_level;
float n_terrain = use_noise ? noise_terrain->result[ni2d] : 0.0f;
if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
s16 depress = (lake_threshold - n_terrain) * lake_steepness;
stone_level = ground_level - depress;
} else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
s16 rise = (n_terrain - hill_threshold) * hill_steepness;
stone_level = ground_level + rise;
}
u32 vi = 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[vi].getContent() == CONTENT_IGNORE) {
if (y <= stone_level) {
vm->m_data[vi] = n_stone;
if (y > stone_surface_max_y)
stone_surface_max_y = y;
} else if (y <= water_level) {
vm->m_data[vi] = n_water;
} else {
vm->m_data[vi] = n_air;
}
}
vm->m_area.add_y(em, vi, 1);
}
}
return stone_surface_max_y;
}
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