/* Minetest Copyright (C) 2014-2018 kwolekr, Ryan Kwolek Copyright (C) 2014-2018 paramat 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 "mg_biome.h" #include "mg_decoration.h" #include "emerge.h" #include "server.h" #include "nodedef.h" #include "map.h" //for MMVManip #include "util/numeric.h" #include "porting.h" #include "settings.h" /////////////////////////////////////////////////////////////////////////////// BiomeManager::BiomeManager(Server *server) : ObjDefManager(server, OBJDEF_BIOME) { m_server = server; // Create default biome to be used in case none exist Biome *b = new Biome; b->name = "default"; b->flags = 0; b->depth_top = 0; b->depth_filler = -MAX_MAP_GENERATION_LIMIT; b->depth_water_top = 0; b->depth_riverbed = 0; b->min_pos = v3s16(-MAX_MAP_GENERATION_LIMIT, -MAX_MAP_GENERATION_LIMIT, -MAX_MAP_GENERATION_LIMIT); b->max_pos = v3s16(MAX_MAP_GENERATION_LIMIT, MAX_MAP_GENERATION_LIMIT, MAX_MAP_GENERATION_LIMIT); b->heat_point = 0.0; b->humidity_point = 0.0; b->vertical_blend = 0; b->m_nodenames.emplace_back("mapgen_stone"); b->m_nodenames.emplace_back("mapgen_stone"); b->m_nodenames.emplace_back("mapgen_stone"); b->m_nodenames.emplace_back("mapgen_water_source"); b->m_nodenames.emplace_back("mapgen_water_source"); b->m_nodenames.emplace_back("mapgen_river_water_source"); b->m_nodenames.emplace_back("mapgen_stone"); b->m_nodenames.emplace_back("ignore"); b->m_nodenames.emplace_back("ignore"); b->m_nnlistsizes.push_back(1); b->m_nodenames.emplace_back("ignore"); b->m_nodenames.emplace_back("ignore"); b->m_nodenames.emplace_back("ignore"); m_ndef->pendNodeResolve(b); add(b); } void BiomeManager::clear() { EmergeManager *emerge = m_server->getEmergeManager(); // Remove all dangling references in Decorations DecorationManager *decomgr = emerge->getWritableDecorationManager(); for (size_t i = 0; i != decomgr->getNumObjects(); i++) { Decoration *deco = (Decoration *)decomgr->getRaw(i); deco->biomes.clear(); } // Don't delete the first biome for (size_t i = 1; i < m_objects.size(); i++) delete (Biome *)m_objects[i]; m_objects.resize(1); } BiomeManager *BiomeManager::clone() const { auto mgr = new BiomeManager(); assert(mgr); ObjDefManager::cloneTo(mgr); mgr->m_server = m_server; return mgr; } // For BiomeGen type 'BiomeGenOriginal' float BiomeManager::getHeatAtPosOriginal(v3s16 pos, NoiseParams &np_heat, NoiseParams &np_heat_blend, u64 seed) const { return NoisePerlin2D(&np_heat, pos.X, pos.Z, seed) + NoisePerlin2D(&np_heat_blend, pos.X, pos.Z, seed); } // For BiomeGen type 'BiomeGenOriginal' float BiomeManager::getHumidityAtPosOriginal(v3s16 pos, NoiseParams &np_humidity, NoiseParams &np_humidity_blend, u64 seed) const { return NoisePerlin2D(&np_humidity, pos.X, pos.Z, seed) + NoisePerlin2D(&np_humidity_blend, pos.X, pos.Z, seed); } // For BiomeGen type 'BiomeGenOriginal' const Biome *BiomeManager::getBiomeFromNoiseOriginal(float heat, float humidity, v3s16 pos) const { Biome *biome_closest = nullptr; Biome *biome_closest_blend = nullptr; float dist_min = FLT_MAX; float dist_min_blend = FLT_MAX; for (size_t i = 1; i < getNumObjects(); i++) { Biome *b = (Biome *)getRaw(i); if (!b || pos.Y < b->min_pos.Y || pos.Y > b->max_pos.Y + b->vertical_blend || pos.X < b->min_pos.X || pos.X > b->max_pos.X || pos.Z < b->min_pos.Z || pos.Z > b->max_pos.Z) continue; float d_heat = heat - b->heat_point; float d_humidity = humidity - b->humidity_point; float dist = (d_heat * d_heat) + (d_humidity * d_humidity); if (pos.Y <= b->max_pos.Y) { // Within y limits of biome b if (dist < dist_min) { dist_min = dist; biome_closest = b; } } else if (dist < dist_min_blend) { // Blend area above biome b dist_min_blend = dist; biome_closest_blend = b; } } const u64 seed = pos.Y + (heat + humidity) * 0.9f; PcgRandom rng(seed); if (biome_closest_blend && dist_min_blend <= dist_min && rng.range(0, biome_closest_blend->vertical_blend) >= pos.Y - biome_closest_blend->max_pos.Y) return biome_closest_blend; return (biome_closest) ? biome_closest : (Biome *)getRaw(BIOME_NONE); } //////////////////////////////////////////////////////////////////////////////// void BiomeParamsOriginal::readParams(const Settings *settings) { settings->getNoiseParams("mg_biome_np_heat", np_heat); settings->getNoiseParams("mg_biome_np_heat_blend", np_heat_blend); settings->getNoiseParams("mg_biome_np_humidity", np_humidity); settings->getNoiseParams("mg_biome_np_humidity_blend", np_humidity_blend); } void BiomeParamsOriginal::writeParams(Settings *settings) const { settings->setNoiseParams("mg_biome_np_heat", np_heat); settings->setNoiseParams("mg_biome_np_heat_blend", np_heat_blend); settings->setNoiseParams("mg_biome_np_humidity", np_humidity); settings->setNoiseParams("mg_biome_np_humidity_blend", np_humidity_blend); } //////////////////////////////////////////////////////////////////////////////// BiomeGenOriginal::BiomeGenOriginal(BiomeManager *biomemgr, BiomeParamsOriginal *params, v3s16 chunksize) { m_bmgr = biomemgr; m_params = params; m_csize = chunksize; noise_heat = new Noise(¶ms->np_heat, params->seed, m_csize.X, m_csize.Z); noise_humidity = new Noise(¶ms->np_humidity, params->seed, m_csize.X, m_csize.Z); noise_heat_blend = new Noise(¶ms->np_heat_blend, params->seed, m_csize.X, m_csize.Z); noise_humidity_blend = new Noise(¶ms->np_humidity_blend, params->seed, m_csize.X, m_csize.Z); heatmap = noise_heat->result; humidmap = noise_humidity->result; biomemap = new biome_t[m_csize.X * m_csize.Z]; // Initialise with the ID of 'BIOME_NONE' so that cavegen can get the // fallback biome when biome generation (which calculates the biomemap IDs) // is disabled. memset(biomemap, 0, sizeof(biome_t) * m_csize.X * m_csize.Z); } BiomeGenOriginal::~BiomeGenOriginal() { delete []biomemap; delete noise_heat; delete noise_humidity; delete noise_heat_blend; delete noise_humidity_blend; } // Only usable in a mapgen thread Biome *BiomeGenOriginal::calcBiomeAtPoint(v3s16 pos) const { float heat = NoisePerlin2D(&m_params->np_heat, pos.X, pos.Z, m_params->seed) + NoisePerlin2D(&m_params->np_heat_blend, pos.X, pos.Z, m_params->seed); float humidity = NoisePerlin2D(&m_params->np_humidity, pos.X, pos.Z, m_params->seed) + NoisePerlin2D(&m_params->np_humidity_blend, pos.X, pos.Z, m_params->seed); return calcBiomeFromNoise(heat, humidity, pos); } void BiomeGenOriginal::calcBiomeNoise(v3s16 pmin) { m_pmin = pmin; noise_heat->perlinMap2D(pmin.X, pmin.Z); noise_humidity->perlinMap2D(pmin.X, pmin.Z); noise_heat_blend->perlinMap2D(pmin.X, pmin.Z); noise_humidity_blend->perlinMap2D(pmin.X, pmin.Z); for (s32 i = 0; i < m_csize.X * m_csize.Z; i++) { noise_heat->result[i] += noise_heat_blend->result[i]; noise_humidity->result[i] += noise_humidity_blend->result[i]; } } biome_t *BiomeGenOriginal::getBiomes(s16 *heightmap, v3s16 pmin) { for (s16 zr = 0; zr < m_csize.Z; zr++) for (s16 xr = 0; xr < m_csize.X; xr++) { s32 i = zr * m_csize.X + xr; Biome *biome = calcBiomeFromNoise( noise_heat->result[i], noise_humidity->result[i], v3s16(pmin.X + xr, heightmap[i], pmin.Z + zr)); biomemap[i] = biome->index; } return biomemap; } Biome *BiomeGenOriginal::getBiomeAtPoint(v3s16 pos) const { return getBiomeAtIndex( (pos.Z - m_pmin.Z) * m_csize.X + (pos.X - m_pmin.X), pos); } Biome *BiomeGenOriginal::getBiomeAtIndex(size_t index, v3s16 pos) const { return calcBiomeFromNoise( noise_heat->result[index], noise_humidity->result[index], pos); } Biome *BiomeGenOriginal::calcBiomeFromNoise(float heat, float humidity, v3s16 pos) const { Biome *biome_closest = nullptr; Biome *biome_closest_blend = nullptr; float dist_min = FLT_MAX; float dist_min_blend = FLT_MAX; for (size_t i = 1; i < m_bmgr->getNumObjects(); i++) { Biome *b = (Biome *)m_bmgr->getRaw(i); if (!b || pos.Y < b->min_pos.Y || pos.Y > b->max_pos.Y + b->vertical_blend || pos.X < b->min_pos.X || pos.X > b->max_pos.X || pos.Z < b->min_pos.Z || pos.Z > b->max_pos.Z) continue; float d_heat = heat - b->heat_point; float d_humidity = humidity - b->humidity_point; float dist = (d_heat * d_heat) + (d_humidity * d_humidity); if (pos.Y <= b->max_pos.Y) { // Within y limits of biome b if (dist < dist_min) { dist_min = dist; biome_closest = b; } } else if (dist < dist_min_blend) { // Blend area above biome b dist_min_blend = dist; biome_closest_blend = b; } } // Carefully tune pseudorandom seed variation to avoid single node dither // and create larger scale blending patterns similar to horizontal biome // blend. const u64 seed = pos.Y + (heat + humidity) * 0.9f; PcgRandom rng(seed); if (biome_closest_blend && dist_min_blend <= dist_min && rng.range(0, biome_closest_blend->vertical_blend) >= pos.Y - biome_closest_blend->max_pos.Y) return biome_closest_blend; return (biome_closest) ? biome_closest : (Biome *)m_bmgr->getRaw(BIOME_NONE); } //////////////////////////////////////////////////////////////////////////////// ObjDef *Biome::clone() const { auto obj = new Biome(); ObjDef::cloneTo(obj); NodeResolver::cloneTo(obj); obj->flags = flags; obj->c_top = c_top; obj->c_filler = c_filler; obj->c_stone = c_stone; obj->c_water_top = c_water_top; obj->c_water = c_water; obj->c_river_water = c_river_water; obj->c_riverbed = c_riverbed; obj->c_dust = c_dust; obj->c_cave_liquid = c_cave_liquid; obj->c_dungeon = c_dungeon; obj->c_dungeon_alt = c_dungeon_alt; obj->c_dungeon_stair = c_dungeon_stair; obj->depth_top = depth_top; obj->depth_filler = depth_filler; obj->depth_water_top = depth_water_top; obj->depth_riverbed = depth_riverbed; obj->min_pos = min_pos; obj->max_pos = max_pos; obj->heat_point = heat_point; obj->humidity_point = humidity_point; obj->vertical_blend = vertical_blend; return obj; } void Biome::resolveNodeNames() { getIdFromNrBacklog(&c_top, "mapgen_stone", CONTENT_AIR, false); getIdFromNrBacklog(&c_filler, "mapgen_stone", CONTENT_AIR, false); getIdFromNrBacklog(&c_stone, "mapgen_stone", CONTENT_AIR, false); getIdFromNrBacklog(&c_water_top, "mapgen_water_source", CONTENT_AIR, false); getIdFromNrBacklog(&c_water, "mapgen_water_source", CONTENT_AIR, false); getIdFromNrBacklog(&c_river_water, "mapgen_river_water_source", CONTENT_AIR, false); getIdFromNrBacklog(&c_riverbed, "mapgen_stone", CONTENT_AIR, false); getIdFromNrBacklog(&c_dust, "ignore", CONTENT_IGNORE, false); getIdsFromNrBacklog(&c_cave_liquid); getIdFromNrBacklog(&c_dungeon, "ignore", CONTENT_IGNORE, false); getIdFromNrBacklog(&c_dungeon_alt, "ignore", CONTENT_IGNORE, false); getIdFromNrBacklog(&c_dungeon_stair, "ignore", CONTENT_IGNORE, false); }