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authorVitaliy <silverunicorn2011@yandex.ru>2017-11-09 01:56:20 +0300
committerLoïc Blot <nerzhul@users.noreply.github.com>2017-11-08 23:56:20 +0100
commit20a85d76d94c9c5c7fbe198c3d0e1fbee97a485f (patch)
tree67378802190117d8271b3b6d489a92bcb16203b7 /src/mapgen/mapgen_carpathian.cpp
parentfc9747eb4b7f75e59a28957bc50f7a78256b3d66 (diff)
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Move files to subdirectories (#6599)
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+/*
+Minetest
+Copyright (C) 2010-2016 paramat, Matt Gregory
+Copyright (C) 2010-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2017 vlapsley, Vaughan Lapsley <vlapsley@gmail.com>
+
+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 <cmath>
+#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_carpathian.h"
+
+
+FlagDesc flagdesc_mapgen_carpathian[] = {
+ {"caverns", MGCARPATHIAN_CAVERNS},
+ {NULL, 0}
+};
+
+
+///////////////////////////////////////////////////////////////////////////////
+
+
+MapgenCarpathian::MapgenCarpathian(
+ int mapgenid, MapgenCarpathianParams *params, EmergeManager *emerge)
+ : MapgenBasic(mapgenid, params, emerge)
+{
+ spflags = params->spflags;
+ cave_width = params->cave_width;
+ large_cave_depth = params->large_cave_depth;
+ lava_depth = params->lava_depth;
+ cavern_limit = params->cavern_limit;
+ cavern_taper = params->cavern_taper;
+ cavern_threshold = params->cavern_threshold;
+ grad_wl = 1 - water_level;
+
+ //// 2D Terrain noise
+ noise_base = new Noise(&params->np_base, seed, csize.X, csize.Z);
+ noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
+ noise_height1 = new Noise(&params->np_height1, seed, csize.X, csize.Z);
+ noise_height2 = new Noise(&params->np_height2, seed, csize.X, csize.Z);
+ noise_height3 = new Noise(&params->np_height3, seed, csize.X, csize.Z);
+ noise_height4 = new Noise(&params->np_height4, seed, csize.X, csize.Z);
+ noise_hills_terrain = new Noise(&params->np_hills_terrain, seed, csize.X, csize.Z);
+ noise_ridge_terrain = new Noise(&params->np_ridge_terrain, seed, csize.X, csize.Z);
+ noise_step_terrain = new Noise(&params->np_step_terrain, seed, csize.X, csize.Z);
+ noise_hills = new Noise(&params->np_hills, seed, csize.X, csize.Z);
+ noise_ridge_mnt = new Noise(&params->np_ridge_mnt, seed, csize.X, csize.Z);
+ noise_step_mnt = new Noise(&params->np_step_mnt, seed, csize.X, csize.Z);
+
+ //// 3D terrain noise
+ // 1 up 1 down overgeneration
+ noise_mnt_var = new Noise(&params->np_mnt_var, seed, csize.X, csize.Y + 2, csize.Z);
+
+ //// Cave noise
+ MapgenBasic::np_cave1 = params->np_cave1;
+ MapgenBasic::np_cave2 = params->np_cave2;
+ MapgenBasic::np_cavern = params->np_cavern;
+}
+
+
+MapgenCarpathian::~MapgenCarpathian()
+{
+ delete noise_base;
+ delete noise_filler_depth;
+ delete noise_height1;
+ delete noise_height2;
+ delete noise_height3;
+ delete noise_height4;
+ delete noise_hills_terrain;
+ delete noise_ridge_terrain;
+ delete noise_step_terrain;
+ delete noise_hills;
+ delete noise_ridge_mnt;
+ delete noise_step_mnt;
+ delete noise_mnt_var;
+}
+
+
+MapgenCarpathianParams::MapgenCarpathianParams():
+ np_base (12, 1, v3f(2557, 2557, 2557), 6538, 4, 0.8, 0.5),
+ np_filler_depth (0, 1, v3f(128, 128, 128), 261, 3, 0.7, 2.0),
+ np_height1 (0, 5, v3f(251, 251, 251), 9613, 5, 0.5, 2.0),
+ np_height2 (0, 5, v3f(383, 383, 383), 1949, 5, 0.5, 2.0),
+ np_height3 (0, 5, v3f(509, 509, 509), 3211, 5, 0.5, 2.0),
+ np_height4 (0, 5, v3f(631, 631, 631), 1583, 5, 0.5, 2.0),
+ np_hills_terrain (1, 1, v3f(1301, 1301, 1301), 1692, 5, 0.5, 2.0),
+ np_ridge_terrain (1, 1, v3f(1889, 1889, 1889), 3568, 5, 0.5, 2.0),
+ np_step_terrain (1, 1, v3f(1889, 1889, 1889), 4157, 5, 0.5, 2.0),
+ np_hills (0, 3, v3f(257, 257, 257), 6604, 6, 0.5, 2.0),
+ np_ridge_mnt (0, 12, v3f(743, 743, 743), 5520, 6, 0.7, 2.0),
+ np_step_mnt (0, 8, v3f(509, 509, 509), 2590, 6, 0.6, 2.0),
+ np_mnt_var (0, 1, v3f(499, 499, 499), 2490, 5, 0.55, 2.0),
+ np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
+ np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
+ np_cavern (0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0)
+{
+}
+
+
+void MapgenCarpathianParams::readParams(const Settings *settings)
+{
+ settings->getFlagStrNoEx("mgcarpathian_spflags", spflags, flagdesc_mapgen_carpathian);
+ settings->getFloatNoEx("mgcarpathian_cave_width", cave_width);
+ settings->getS16NoEx("mgcarpathian_large_cave_depth", large_cave_depth);
+ settings->getS16NoEx("mgcarpathian_lava_depth", lava_depth);
+ settings->getS16NoEx("mgcarpathian_cavern_limit", cavern_limit);
+ settings->getS16NoEx("mgcarpathian_cavern_taper", cavern_taper);
+ settings->getFloatNoEx("mgcarpathian_cavern_threshold", cavern_threshold);
+
+ settings->getNoiseParams("mgcarpathian_np_base", np_base);
+ settings->getNoiseParams("mgcarpathian_np_filler_depth", np_filler_depth);
+ settings->getNoiseParams("mgcarpathian_np_height1", np_height1);
+ settings->getNoiseParams("mgcarpathian_np_height2", np_height2);
+ settings->getNoiseParams("mgcarpathian_np_height3", np_height3);
+ settings->getNoiseParams("mgcarpathian_np_height4", np_height4);
+ settings->getNoiseParams("mgcarpathian_np_hills_terrain", np_hills_terrain);
+ settings->getNoiseParams("mgcarpathian_np_ridge_terrain", np_ridge_terrain);
+ settings->getNoiseParams("mgcarpathian_np_step_terrain", np_step_terrain);
+ settings->getNoiseParams("mgcarpathian_np_hills", np_hills);
+ settings->getNoiseParams("mgcarpathian_np_ridge_mnt", np_ridge_mnt);
+ settings->getNoiseParams("mgcarpathian_np_step_mnt", np_step_mnt);
+ settings->getNoiseParams("mgcarpathian_np_mnt_var", np_mnt_var);
+ settings->getNoiseParams("mgcarpathian_np_cave1", np_cave1);
+ settings->getNoiseParams("mgcarpathian_np_cave2", np_cave2);
+ settings->getNoiseParams("mgcarpathian_np_cavern", np_cavern);
+}
+
+
+void MapgenCarpathianParams::writeParams(Settings *settings) const
+{
+ settings->setFlagStr("mgcarpathian_spflags", spflags, flagdesc_mapgen_carpathian, U32_MAX);
+ settings->setFloat("mgcarpathian_cave_width", cave_width);
+ settings->setS16("mgcarpathian_large_cave_depth", large_cave_depth);
+ settings->setS16("mgcarpathian_lava_depth", lava_depth);
+ settings->setS16("mgcarpathian_cavern_limit", cavern_limit);
+ settings->setS16("mgcarpathian_cavern_taper", cavern_taper);
+ settings->setFloat("mgcarpathian_cavern_threshold", cavern_threshold);
+
+ settings->setNoiseParams("mgcarpathian_np_base", np_base);
+ settings->setNoiseParams("mgcarpathian_np_filler_depth", np_filler_depth);
+ settings->setNoiseParams("mgcarpathian_np_height1", np_height1);
+ settings->setNoiseParams("mgcarpathian_np_height2", np_height2);
+ settings->setNoiseParams("mgcarpathian_np_height3", np_height3);
+ settings->setNoiseParams("mgcarpathian_np_height4", np_height4);
+ settings->setNoiseParams("mgcarpathian_np_hills_terrain", np_hills_terrain);
+ settings->setNoiseParams("mgcarpathian_np_ridge_terrain", np_ridge_terrain);
+ settings->setNoiseParams("mgcarpathian_np_step_terrain", np_step_terrain);
+ settings->setNoiseParams("mgcarpathian_np_hills", np_hills);
+ settings->setNoiseParams("mgcarpathian_np_ridge_mnt", np_ridge_mnt);
+ settings->setNoiseParams("mgcarpathian_np_step_mnt", np_step_mnt);
+ settings->setNoiseParams("mgcarpathian_np_mnt_var", np_mnt_var);
+ settings->setNoiseParams("mgcarpathian_np_cave1", np_cave1);
+ settings->setNoiseParams("mgcarpathian_np_cave2", np_cave2);
+ settings->setNoiseParams("mgcarpathian_np_cavern", np_cavern);
+}
+
+
+///////////////////////////////////////////////////////////////////////////////
+
+
+// Lerp function
+inline float MapgenCarpathian::getLerp(float noise1, float noise2, float mod)
+{
+ return noise1 + mod * (noise2 - noise1);
+}
+
+// Steps function
+float MapgenCarpathian::getSteps(float noise)
+{
+ float w = 0.5f;
+ float k = floor(noise / w);
+ float f = (noise - k * w) / w;
+ float s = std::fmin(2.f * f, 1.f);
+ return (k + s) * w;
+}
+
+
+///////////////////////////////////////////////////////////////////////////////
+
+
+void MapgenCarpathian::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;
+
+ 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);
+
+ // Create a block-specific seed
+ blockseed = getBlockSeed2(full_node_min, seed);
+
+ // Generate terrain
+ 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 mgstone_type;
+ content_t biome_stone;
+ generateBiomes(&mgstone_type, &biome_stone);
+
+ // Generate caverns, tunnels and classic caves
+ if (flags & MG_CAVES) {
+ bool has_cavern = false;
+ // Generate caverns
+ if (spflags & MGCARPATHIAN_CAVERNS)
+ has_cavern = generateCaverns(stone_surface_max_y);
+ // Generate tunnels and classic caves
+ if (has_cavern)
+ // Disable classic caves in this mapchunk by setting
+ // 'large cave depth' to world base. Avoids excessive liquid in
+ // large caverns and floating blobs of overgenerated liquid.
+ generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
+ else
+ generateCaves(stone_surface_max_y, large_cave_depth);
+ }
+
+ // Generate dungeons
+ if (flags & MG_DUNGEONS)
+ generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
+
+ // 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();
+
+ // Update liquids
+ updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
+
+ // Calculate lighting
+ 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;
+}
+
+
+///////////////////////////////////////////////////////////////////////////////
+
+
+int MapgenCarpathian::getSpawnLevelAtPoint(v2s16 p)
+{
+ 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
+
+ return level_at_point;
+}
+
+
+float MapgenCarpathian::terrainLevelAtPoint(s16 x, s16 z)
+{
+ float ground = NoisePerlin2D(&noise_base->np, x, z, seed);
+ float height1 = NoisePerlin2D(&noise_height1->np, x, z, seed);
+ float height2 = NoisePerlin2D(&noise_height2->np, x, z, seed);
+ float height3 = NoisePerlin2D(&noise_height3->np, x, z, seed);
+ float height4 = NoisePerlin2D(&noise_height4->np, x, z, seed);
+ float hter = NoisePerlin2D(&noise_hills_terrain->np, x, z, seed);
+ float rter = NoisePerlin2D(&noise_ridge_terrain->np, x, z, seed);
+ float ster = NoisePerlin2D(&noise_step_terrain->np, x, z, seed);
+ float n_hills = NoisePerlin2D(&noise_hills->np, x, z, seed);
+ float n_ridge_mnt = NoisePerlin2D(&noise_ridge_mnt->np, x, z, seed);
+ float n_step_mnt = NoisePerlin2D(&noise_step_mnt->np, x, z, seed);
+
+ int height = -MAX_MAP_GENERATION_LIMIT;
+
+ for (s16 y = 1; y <= 30; y++) {
+ float mnt_var = NoisePerlin3D(&noise_mnt_var->np, x, y, z, seed);
+
+ // Gradient & shallow seabed
+ s32 grad = (y < water_level) ? grad_wl + (water_level - y) * 3 : 1 - y;
+
+ // Hill/Mountain height (hilliness)
+ float hill1 = getLerp(height1, height2, mnt_var);
+ float hill2 = getLerp(height3, height4, mnt_var);
+ float hill3 = getLerp(height3, height2, mnt_var);
+ float hill4 = getLerp(height1, height4, mnt_var);
+ float hilliness = std::fmax(std::fmin(hill1, hill2), std::fmin(hill3, hill4));
+
+ // Rolling hills
+ float hill_mnt = hilliness * pow(n_hills, 2.f);
+ float hills = pow(hter, 3.f) * hill_mnt;
+
+ // Ridged mountains
+ float ridge_mnt = hilliness * (1.f - fabs(n_ridge_mnt));
+ float ridged_mountains = pow(rter, 3.f) * ridge_mnt;
+
+ // Step (terraced) mountains
+ float step_mnt = hilliness * getSteps(n_step_mnt);
+ float step_mountains = pow(ster, 3.f) * step_mnt;
+
+ // Final terrain level
+ float mountains = hills + ridged_mountains + step_mountains;
+ float surface_level = ground + mountains + grad;
+
+ if (y > surface_level && height < 0)
+ height = y;
+ }
+
+ return height;
+}
+
+
+///////////////////////////////////////////////////////////////////////////////
+
+
+int MapgenCarpathian::generateTerrain()
+{
+ MapNode mn_air(CONTENT_AIR);
+ MapNode mn_stone(c_stone);
+ MapNode mn_water(c_water_source);
+
+ s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
+ u32 index2d = 0;
+ u32 index3d = 0;
+
+ // Calculate noise for terrain generation
+ noise_base->perlinMap2D(node_min.X, node_min.Z);
+ noise_height1->perlinMap2D(node_min.X, node_min.Z);
+ noise_height2->perlinMap2D(node_min.X, node_min.Z);
+ noise_height3->perlinMap2D(node_min.X, node_min.Z);
+ noise_height4->perlinMap2D(node_min.X, node_min.Z);
+ noise_hills_terrain->perlinMap2D(node_min.X, node_min.Z);
+ noise_ridge_terrain->perlinMap2D(node_min.X, node_min.Z);
+ noise_step_terrain->perlinMap2D(node_min.X, node_min.Z);
+ noise_hills->perlinMap2D(node_min.X, node_min.Z);
+ noise_ridge_mnt->perlinMap2D(node_min.X, node_min.Z);
+ noise_step_mnt->perlinMap2D(node_min.X, node_min.Z);
+ noise_mnt_var->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
+
+ //// Place nodes
+ 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++, vi++, index2d++, index3d++) {
+ if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
+ continue;
+
+ // Base terrain
+ float ground = noise_base->result[index2d];
+
+ // Gradient & shallow seabed
+ s32 grad = (y < water_level) ? grad_wl + (water_level - y) * 3 : 1 - y;
+
+ // Hill/Mountain height (hilliness)
+ float height1 = noise_height1->result[index2d];
+ float height2 = noise_height2->result[index2d];
+ float height3 = noise_height3->result[index2d];
+ float height4 = noise_height4->result[index2d];
+ float mnt_var = noise_mnt_var->result[index3d];
+ // Combine height noises and apply 3D variation
+ float hill1 = getLerp(height1, height2, mnt_var);
+ float hill2 = getLerp(height3, height4, mnt_var);
+ float hill3 = getLerp(height3, height2, mnt_var);
+ float hill4 = getLerp(height1, height4, mnt_var);
+ // 'hilliness' determines whether hills/mountains are
+ // small or large
+ float hilliness = std::fmax(std::fmin(hill1, hill2), std::fmin(hill3, hill4));
+
+ // Rolling hills
+ float hter = noise_hills_terrain->result[index2d];
+ float n_hills = noise_hills->result[index2d];
+ float hill_mnt = hilliness * pow(n_hills, 2.f);
+ float hills = pow(fabs(hter), 3.f) * hill_mnt;
+
+ // Ridged mountains
+ float rter = noise_ridge_terrain->result[index2d];
+ float n_ridge_mnt = noise_ridge_mnt->result[index2d];
+ float ridge_mnt = hilliness * (1.f - fabs(n_ridge_mnt));
+ float ridged_mountains = pow(fabs(rter), 3.f) * ridge_mnt;
+
+ // Step (terraced) mountains
+ float ster = noise_step_terrain->result[index2d];
+ float n_step_mnt = noise_step_mnt->result[index2d];
+ float step_mnt = hilliness * getSteps(n_step_mnt);
+ float step_mountains = pow(fabs(ster), 3.f) * step_mnt;
+
+ // Final terrain level
+ float mountains = hills + ridged_mountains + step_mountains;
+ float surface_level = ground + mountains + grad;
+
+ if (y < surface_level) {
+ vm->m_data[vi] = mn_stone; // Stone
+ if (y > stone_surface_max_y)
+ stone_surface_max_y = y;
+ } else if (y <= water_level) {
+ vm->m_data[vi] = mn_water; // Sea water
+ } else {
+ vm->m_data[vi] = mn_air; // Air
+ }
+ }
+ index2d -= ystride;
+ }
+ index2d += ystride;
+ }
+
+ return stone_surface_max_y;
+}