1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
|
/*
Minetest
Copyright (C) 2016-2018 Duane Robertson <duane@duanerobertson.com>
Copyright (C) 2016-2018 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 "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>
//#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, MapgenValleysParams *params, EmergeManager *emerge)
: MapgenBasic(mapgenid, params, emerge)
{
// NOTE: MapgenValleys has a hard dependency on BiomeGenOriginal
m_bgen = (BiomeGenOriginal *)biomegen;
BiomeParamsOriginal *bp = (BiomeParamsOriginal *)params->bparams;
spflags = params->spflags;
altitude_chill = params->altitude_chill;
large_cave_depth = params->large_cave_depth;
lava_features_lim = rangelim(params->lava_features, 0, 10);
massive_cave_depth = params->massive_cave_depth;
river_depth_bed = params->river_depth + 1.f;
river_size_factor = params->river_size / 100.f;
water_features_lim = rangelim(params->water_features, 0, 10);
cave_width = params->cave_width;
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
noise_cave1 = new Noise(¶ms->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
noise_cave2 = new Noise(¶ms->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
noise_massive_caves = new Noise(¶ms->np_massive_caves, seed, csize.X, csize.Y + 1, csize.Z);
humid_rivers = (spflags & MGVALLEYS_HUMID_RIVERS);
use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL);
humidity_adjust = bp->np_humidity.offset - 50.f;
// a small chance of overflows if the settings are very high
cave_water_max_height = water_level + MYMAX(0, water_features_lim - 4) * 50;
lava_max_height = water_level + MYMAX(0, lava_features_lim - 4) * 50;
tcave_cache = new float[csize.Y + 2];
}
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[] tcave_cache;
}
MapgenValleysParams::MapgenValleysParams():
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_filler_depth (0.f, 1.2f, v3f(256, 256, 256), 1605, 3, 0.5f, 2.f),
np_inter_valley_fill (0.f, 1.f, v3f(256, 512, 256), 1993, 6, 0.8f, 2.f),
np_inter_valley_slope (0.5f, 0.5f, v3f(128, 128, 128), 746, 1, 1.f, 2.f),
np_rivers (0.f, 1.f, v3f(256, 256, 256), -6050, 5, 0.6f, 2.f),
np_massive_caves (0.f, 1.f, v3f(768, 256, 768), 59033, 6, 0.63f, 2.f),
np_terrain_height (-10.f, 50.f, v3f(1024, 1024, 1024), 5202, 6, 0.4f, 2.f),
np_valley_depth (5.f, 4.f, v3f(512, 512, 512), -1914, 1, 1.f, 2.f),
np_valley_profile (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->getS16NoEx("mgvalleys_dungeon_ymin", dungeon_ymin);
settings->getS16NoEx("mgvalleys_dungeon_ymax", dungeon_ymax);
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->setS16("mgvalleys_dungeon_ymin", dungeon_ymin);
settings->setS16("mgvalleys_dungeon_ymax", dungeon_ymax);
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 biome noises. Note this must be executed strictly before
// generateTerrain, because generateTerrain depends on intermediate
// biome-related noises.
m_bgen->calcBiomeNoise(node_min);
// Generate noise maps and base terrain height.
// Modify heat and humidity maps.
calculateNoise();
// Generate base terrain with initial heightmaps
s16 stone_surface_max_y = generateTerrain();
// Recalculate heightmap
updateHeightmap(node_min, node_max);
// Place biome-specific nodes and build biomemap
MgStoneType mgstone_type;
content_t biome_stone;
generateBiomes(&mgstone_type, &biome_stone);
// Cave creation.
if (flags & MG_CAVES)
generateCaves(stone_surface_max_y, large_cave_depth);
// Dungeon creation
if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
full_node_max.Y <= dungeon_ymax)
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();
//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_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++) {
m_bgen->heatmap[index] += heat_offset;
m_bgen->humidmap[index] *= humidity_scale;
}
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;
}
}
// 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 = std::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 = std::fmax(river / tn->valley_profile, 0.0f);
*tn->valley = valley_d * (1.f - std::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 * std::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 (std::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
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_stone(c_stone);
MapNode n_water(c_water_source);
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 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 = m_bgen->heatmap[index_2d];
heightmap[index_2d] = -MAX_MAP_GENERATION_LIMIT;
if (surface_y > surface_max_y)
surface_max_y = std::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 = m_bgen->humidmap[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_1u1d + (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 (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 { // air
vm->m_data[index_data] = n_air;
}
}
VoxelArea::add_y(em, index_data, 1);
index_3d += ystride;
}
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 = m_bgen->humidmap[index_2d];
float water_depth = (t_alt - river_y) / humidity_dropoff;
humid *= 1.f + std::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;
m_bgen->humidmap[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.
m_bgen->heatmap[index_2d] = t_heat;
else if (t_alt > 0.f)
m_bgen->heatmap[index_2d] -= alt_to_heat * t_alt / altitude_chill;
}
}
return surface_max_y;
}
void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth)
{
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);
const 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 = -mapgen_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 = std::ceil((lava_max_height - node_min.Y + 1) * 10.f / mapgen_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 = std::ceil((mapgen_limit - std::abs(node_min.Y) + 1) * 10.f /
mapgen_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 *)m_bmgr->getRaw(biomemap[index_2d]);
bool tunnel_air_above = false;
bool is_under_river = 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,
VoxelArea::add_y(em, index_data, -1)) {
float terrain = noise_terrain_height->result[index_2d];
// Saves some time.
if (y > terrain + 10)
continue;
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();
// Detect river water to place riverbed nodes in tunnels
if (c == biome->c_river_water)
is_under_river = true;
float d1 = contour(noise_cave1->result[index_3d]);
float d2 = contour(noise_cave2->result[index_3d]);
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;
VoxelArea::add_y(em, j, 1);
if (sr > terrain - y) {
// Put biome nodes in tunnels near the surface
if (is_under_river)
vm->m_data[index_data] = MapNode(biome->c_riverbed);
else 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++) {
CavesRandomWalk cave(ndef, &gennotify, seed, water_level,
c_water_source, c_lava_source, lava_max_height, biomegen);
cave.makeCave(vm, node_min, node_max, &ps, true, max_stone_y,
heightmap);
}
}
}
|