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path: root/src/mapgen_v5.cpp
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generated by cgit v1.2.3 (git 2.39.1) at 2024-11-14 03:38:22 +0000
 


ss="hl kwa">new Noise(&params->np_biome_heat,     seed, csize.X, csize.Z);
	noise_humidity     = new Noise(&params->np_biome_humidity, seed, csize.X, csize.Z);

	//// Resolve nodes to be used
	INodeDefManager *ndef = emerge->ndef;

	c_stone                = ndef->getId("mapgen_stone");
	c_water_source         = ndef->getId("mapgen_water_source");
	c_lava_source          = ndef->getId("mapgen_lava_source");
	c_desert_stone         = ndef->getId("mapgen_desert_stone");
	c_ice                  = ndef->getId("mapgen_ice");
	c_sandstone            = ndef->getId("mapgen_sandstone");

	c_cobble               = ndef->getId("mapgen_cobble");
	c_stair_cobble         = ndef->getId("mapgen_stair_cobble");
	c_mossycobble          = ndef->getId("mapgen_mossycobble");
	c_sandstonebrick       = ndef->getId("mapgen_sandstonebrick");
	c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");

	if (c_ice == CONTENT_IGNORE)
		c_ice = CONTENT_AIR;
	if (c_mossycobble == CONTENT_IGNORE)
		c_mossycobble = c_cobble;
	if (c_stair_cobble == CONTENT_IGNORE)
		c_stair_cobble = c_cobble;
	if (c_sandstonebrick == CONTENT_IGNORE)
		c_sandstonebrick = c_sandstone;
	if (c_stair_sandstonebrick == CONTENT_IGNORE)
		c_stair_sandstonebrick = c_sandstone;
}


MapgenV5::~MapgenV5()
{
	delete noise_filler_depth;
	delete noise_factor;
	delete noise_height;
	delete noise_cave1;
	delete noise_cave2;
	delete noise_ground;

	delete noise_heat;
	delete noise_humidity;

	delete[] heightmap;
	delete[] biomemap;
}


MapgenV5Params::MapgenV5Params()
{
	spflags = 0;

	np_filler_depth = NoiseParams(0, 1,  v3f(150, 150, 150), 261,    4, 0.7,  2.0);
	np_factor       = NoiseParams(0, 1,  v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
	np_height       = NoiseParams(0, 10, v3f(250, 250, 250), 84174,  4, 0.5,  2.0);
	np_cave1        = NoiseParams(0, 12, v3f(50,  50,  50),  52534,  4, 0.5,  2.0);
	np_cave2        = NoiseParams(0, 12, v3f(50,  50,  50),  10325,  4, 0.5,  2.0);
	np_ground       = NoiseParams(0, 40, v3f(80,  80,  80),  983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
}


//#define CAVE_NOISE_SCALE 12.0
//#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) = 0.125


void MapgenV5Params::readParams(const Settings *settings)
{
	settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5);

	settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
	settings->getNoiseParams("mgv5_np_factor",       np_factor);
	settings->getNoiseParams("mgv5_np_height",       np_height);
	settings->getNoiseParams("mgv5_np_cave1",        np_cave1);
	settings->getNoiseParams("mgv5_np_cave2",        np_cave2);
	settings->getNoiseParams("mgv5_np_ground",       np_ground);
}


void MapgenV5Params::writeParams(Settings *settings) const
{
	settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, (u32)-1);

	settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
	settings->setNoiseParams("mgv5_np_factor",       np_factor);
	settings->setNoiseParams("mgv5_np_height",       np_height);
	settings->setNoiseParams("mgv5_np_cave1",        np_cave1);
	settings->setNoiseParams("mgv5_np_cave2",        np_cave2);
	settings->setNoiseParams("mgv5_np_ground",       np_ground);
}


int MapgenV5::getGroundLevelAtPoint(v2s16 p)
{
	//TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);

	float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
	if (f < 0.01)
		f = 0.01;
	else if (f >= 1.0)
		f *= 1.6;
	float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);

	s16 search_top = water_level + 15;
	s16 search_base = water_level;

	s16 level = -31000;
	for (s16 y = search_top; y >= search_base; y--) {
		float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
		if (n_ground * f > y - h) {
			if (y >= search_top - 7)
				break;
			else
				level = y;
				break;
		}
	}

	//printf("getGroundLevelAtPoint: %dus\n", t.stop());
	return level;
}


void MapgenV5::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);

	generating = true;
	vm   = data->vmanip;
	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);

	// Create a block-specific seed
	blockseed = getBlockSeed2(full_node_min, seed);

	// Make some noise
	calculateNoise();

	// Generate base terrain
	s16 stone_surface_max_y = generateBaseTerrain();

	// Create heightmap
	updateHeightmap(node_min, node_max);

	// Create biomemap at heightmap surface
	bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
		noise_humidity->result, heightmap, biomemap);

	// Actually place the biome-specific nodes
	MgStoneType stone_type = generateBiomes(noise_heat->result, noise_humidity->result);

	// Generate caves
	if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y))
		generateCaves(stone_surface_max_y);

	// Generate dungeons and desert temples
	if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
		DungeonParams dp;

		dp.np_rarity  = nparams_dungeon_rarity;
		dp.np_density = nparams_dungeon_density;
		dp.np_wetness = nparams_dungeon_wetness;
		dp.c_water    = c_water_source;
		if (stone_type == STONE) {
			dp.c_cobble = c_cobble;
			dp.c_moss   = c_mossycobble;
			dp.c_stair  = c_stair_cobble;

			dp.diagonal_dirs = false;
			dp.mossratio     = 3.0;
			dp.holesize      = v3s16(1, 2, 1);
			dp.roomsize      = v3s16(0, 0, 0);
			dp.notifytype    = GENNOTIFY_DUNGEON;
		} else if (stone_type == DESERT_STONE) {
			dp.c_cobble = c_desert_stone;
			dp.c_moss   = c_desert_stone;
			dp.c_stair  = c_desert_stone;

			dp.diagonal_dirs = true;
			dp.mossratio     = 0.0;
			dp.holesize      = v3s16(2, 3, 2);
			dp.roomsize      = v3s16(2, 5, 2);
			dp.notifytype    = GENNOTIFY_TEMPLE;
		} else if (stone_type == SANDSTONE) {
			dp.c_cobble = c_sandstonebrick;
			dp.c_moss   = c_sandstonebrick;
			dp.c_stair  = c_sandstonebrick;

			dp.diagonal_dirs = false;
			dp.mossratio     = 0.0;
			dp.holesize      = v3s16(2, 2, 2);
			dp.roomsize      = v3s16(2, 0, 2);
			dp.notifytype    = GENNOTIFY_DUNGEON;
		}

		DungeonGen dgen(this, &dp);
		dgen.generate(blockseed, full_node_min, full_node_max);
	}

	// Generate the registered 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();

	//printf("makeChunk: %dms\n", t.stop());

	// Add top and bottom side of water to transforming_liquid queue
	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;
}


void MapgenV5::calculateNoise()
{
	//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
	int x = node_min.X;
	int y = node_min.Y - 1;
	int z = node_min.Z;

	noise_factor->perlinMap2D(x, z);
	noise_height->perlinMap2D(x, z);
	noise_ground->perlinMap3D(x, y, z);

	if (flags & MG_CAVES) {
		noise_cave1->perlinMap3D(x, y, z);
		noise_cave2->perlinMap3D(x, y, z);
	}

	if (node_max.Y >= BIOMEGEN_BASE_V5) {
		noise_filler_depth->perlinMap2D(x, z);
		noise_heat->perlinMap2D(x, z);
		noise_humidity->perlinMap2D(x, z);
	}

	//printf("calculateNoise: %dus\n", t.stop());
}


//bool is_cave(u32 index) {
//	double d1 = contour(noise_cave1->result[index]);
//	double d2 = contour(noise_cave2->result[index]);
//	return d1*d2 > CAVE_NOISE_THRESHOLD;
//}

//bool val_is_ground(v3s16 p, u32 index, u32 index2d) {
//	double f = 0.55 + noise_factor->result[index2d];
//	if(f < 0.01)
//		f = 0.01;
//	else if(f >= 1.0)
//		f *= 1.6;
//	double h = WATER_LEVEL + 10 * noise_height->result[index2d];
//	return (noise_ground->result[index] * f > (double)p.Y - h);
//}


int MapgenV5::generateBaseTerrain()
{
	u32 index = 0;
	u32 index2d = 0;
	int stone_surface_max_y = -MAP_GENERATION_LIMIT;

	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 i = vm->m_area.index(node_min.X, y, z);
			for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
				if (vm->m_data[i].getContent() != CONTENT_IGNORE)
					continue;

				float f = 0.55 + noise_factor->result[index2d];
				if (f < 0.01)
					f = 0.01;
				else if (f >= 1.0)
					f *= 1.6;
				float h = noise_height->result[index2d];

				if (noise_ground->result[index] * f < y - h) {
					if (y <= water_level)
						vm->m_data[i] = MapNode(c_water_source);
					else
						vm->m_data[i] = MapNode(CONTENT_AIR);
				} else {
					vm->m_data[i] = MapNode(c_stone);
					if (y > stone_surface_max_y)
						stone_surface_max_y = y;
				}
			}
			index2d -= ystride;
		}
		index2d += ystride;
	}

	return stone_surface_max_y;
}


MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
{
	if (node_max.Y < BIOMEGEN_BASE_V5)
		return STONE;

	v3s16 em = vm->m_area.getExtent();
	u32 index = 0;
	MgStoneType stone_type = STONE;

	for (s16 z = node_min.Z; z <= node_max.Z; z++)
	for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
		Biome *biome = NULL;
		u16 depth_top = 0;
		u16 base_filler = 0;
		u16 depth_water_top = 0;
		u32 vi = vm->m_area.index(x, node_max.Y, z);

		// Check node at base of mapchunk above, either a node of a previously
		// generated mapchunk or if not, a node of overgenerated base terrain.
		content_t c_above = vm->m_data[vi + em.X].getContent();
		bool air_above = c_above == CONTENT_AIR;

		// If there is air above enable top/filler placement, otherwise force nplaced to
		// stone level by setting a number that will exceed any possible filler depth.
		u16 nplaced = (air_above) ? 0 : (u16)-1;

		for (s16 y = node_max.Y; y >= node_min.Y; y--) {
			content_t c = vm->m_data[vi].getContent();

			// Biome is only (re)calculated for each stone/water upper surface found
			// below air while working downwards. The chosen biome then remains in
			// effect for all nodes below until the next biome recalculation.
			// Biome is (re)calculated when a stone/water node is either: detected
			// below an air node, or, is at column top and might be underground
			// or underwater and therefore might not be below air.
			if (c != CONTENT_AIR && (y == node_max.Y || air_above)) {
				biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
				depth_top = biome->depth_top;
				base_filler = MYMAX(depth_top + biome->depth_filler
						+ noise_filler_depth->result[index], 0);
				depth_water_top = biome->depth_water_top;

				// Detect stone type for dungeons during every biome calculation.
				// This is more efficient than detecting per-node and will not
				// miss any desert stone or sandstone biomes.
				if (biome->c_stone == c_desert_stone)
					stone_type = DESERT_STONE;
				else if (biome->c_stone == c_sandstone)
					stone_type = SANDSTONE;
			}

			if (c == c_stone) {
				content_t c_below = vm->m_data[vi - em.X].getContent();

				// If the node below isn't solid, make this node stone, so that
				// any top/filler nodes above are structurally supported.
				// This is done by aborting the cycle of top/filler placement
				// immediately by forcing nplaced to stone level.
				if (c_below == CONTENT_AIR || c_below == c_water_source)
					nplaced = (u16)-1;

				if (nplaced < depth_top) {
					vm->m_data[vi] = MapNode(biome->c_top);
					nplaced++;
				} else if (nplaced < base_filler) {
					vm->m_data[vi] = MapNode(biome->c_filler);
					nplaced++;
				} else {
					vm->m_data[vi] = MapNode(biome->c_stone);
				}

				air_above = false;
			} else if (c == c_water_source) {
				vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ?
						biome->c_water_top : biome->c_water);
				nplaced = 0;  // Enable top/filler placement for next surface
				air_above = false;  // Biome is not recalculated underwater
			} else if (c == CONTENT_AIR) {
				nplaced = 0;  // Enable top/filler placement for next surface
				air_above = true;  // Biome will be recalculated at next surface
			} else {  // Possible various nodes overgenerated from neighbouring mapchunks
				nplaced = (u16)-1;  // Disable top/filler placement
				air_above = false;
			}

			vm->m_area.add_y(em, vi, -1);
		}
	}

	return stone_type;
}


void MapgenV5::generateCaves(int max_stone_y)
{
	u32 index = 0;
	u32 index2d = 0;

	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 i = vm->m_area.index(node_min.X, y, z);
			for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
				float d1 = contour(noise_cave1->result[index]);
				float d2 = contour(noise_cave2->result[index]);
				if (d1*d2 > 0.125) {
					Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
					content_t c = vm->m_data[i].getContent();
					if (!ndef->get(c).is_ground_content || c == CONTENT_AIR ||
							(y <= water_level &&
							c != biome->c_stone &&
							c != c_stone))
						continue;

					vm->m_data[i] = MapNode(CONTENT_AIR);
				}
			}
			index2d -= ystride;
		}
		index2d += ystride;
	}

	if (node_max.Y > LARGE_CAVE_DEPTH)
		return;

	PseudoRandom ps(blockseed + 21343);
	u32 bruises_count = (ps.range(1, 4) == 1) ? ps.range(1, 2) : 0;
	for (u32 i = 0; i < bruises_count; i++) {
		CaveV5 cave(this, &ps);
		cave.makeCave(node_min, node_max, max_stone_y);
	}
}


void MapgenV5::dustTopNodes()
{
	if (node_max.Y < water_level)
		return;

	v3s16 em = vm->m_area.getExtent();
	u32 index = 0;

	for (s16 z = node_min.Z; z <= node_max.Z; z++)
	for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
		Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);

		if (biome->c_dust == CONTENT_IGNORE)
			continue;

		u32 vi = vm->m_area.index(x, full_node_max.Y, z);
		content_t c_full_max = vm->m_data[vi].getContent();
		s16 y_start;

		if (c_full_max == CONTENT_AIR) {
			y_start = full_node_max.Y - 1;
		} else if (c_full_max == CONTENT_IGNORE) {
			vi = vm->m_area.index(x, node_max.Y + 1, z);
			content_t c_max = vm->m_data[vi].getContent();

			if (c_max == CONTENT_AIR)
				y_start = node_max.Y;
			else
				continue;
		} else {
			continue;
		}

		vi = vm->m_area.index(x, y_start, z);
		for (s16 y = y_start; y >= node_min.Y - 1; y--) {
			if (vm->m_data[vi].getContent() != CONTENT_AIR)
				break;

			vm->m_area.add_y(em, vi, -1);
		}

		content_t c = vm->m_data[vi].getContent();
		if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
			vm->m_area.add_y(em, vi, 1);
			vm->m_data[vi] = MapNode(biome->c_dust);
		}
	}
}