/* Minetest Copyright (C) 2014-2020 paramat Copyright (C) 2013-2016 kwolekr, Ryan Kwolek 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 #include "voxel.h" #include "noise.h" #include "mapblock.h" #include "mapnode.h" #include "map.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_v7.h" FlagDesc flagdesc_mapgen_v7[] = { {"mountains", MGV7_MOUNTAINS}, {"ridges", MGV7_RIDGES}, {"floatlands", MGV7_FLOATLANDS}, {"caverns", MGV7_CAVERNS}, {NULL, 0} }; //////////////////////////////////////////////////////////////////////////////// MapgenV7::MapgenV7(MapgenV7Params *params, EmergeParams *emerge) : MapgenBasic(MAPGEN_V7, params, emerge) { spflags = params->spflags; mount_zero_level = params->mount_zero_level; floatland_ymin = params->floatland_ymin; floatland_ymax = params->floatland_ymax; floatland_taper = params->floatland_taper; float_taper_exp = params->float_taper_exp; floatland_density = params->floatland_density; floatland_ywater = params->floatland_ywater; cave_width = params->cave_width; large_cave_depth = params->large_cave_depth; small_cave_num_min = params->small_cave_num_min; small_cave_num_max = params->small_cave_num_max; large_cave_num_min = params->large_cave_num_min; large_cave_num_max = params->large_cave_num_max; large_cave_flooded = params->large_cave_flooded; cavern_limit = params->cavern_limit; cavern_taper = params->cavern_taper; cavern_threshold = params->cavern_threshold; dungeon_ymin = params->dungeon_ymin; dungeon_ymax = params->dungeon_ymax; // Allocate floatland noise offset cache this->float_offset_cache = new float[csize.Y + 2]; // 2D noise noise_terrain_base = new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z); noise_terrain_alt = new Noise(¶ms->np_terrain_alt, seed, csize.X, csize.Z); noise_terrain_persist = new Noise(¶ms->np_terrain_persist, seed, csize.X, csize.Z); noise_height_select = new Noise(¶ms->np_height_select, seed, csize.X, csize.Z); noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z); if (spflags & MGV7_MOUNTAINS) { // 2D noise noise_mount_height = new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z); // 3D noise, 1 up, 1 down overgeneration noise_mountain = new Noise(¶ms->np_mountain, seed, csize.X, csize.Y + 2, csize.Z); } if (spflags & MGV7_RIDGES) { // 2D noise noise_ridge_uwater = new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z); // 3D noise, 1 up, 1 down overgeneration noise_ridge = new Noise(¶ms->np_ridge, seed, csize.X, csize.Y + 2, csize.Z); } if (spflags & MGV7_FLOATLANDS) { // 3D noise, 1 up, 1 down overgeneration noise_floatland = new Noise(¶ms->np_floatland, seed, csize.X, csize.Y + 2, csize.Z); } // 3D noise, 1 down overgeneration MapgenBasic::np_cave1 = params->np_cave1; MapgenBasic::np_cave2 = params->np_cave2; MapgenBasic::np_cavern = params->np_cavern; // 3D noise MapgenBasic::np_dungeons = params->np_dungeons; } MapgenV7::~MapgenV7() { delete noise_terrain_base; delete noise_terrain_alt; delete noise_terrain_persist; delete noise_height_select; delete noise_filler_depth; if (spflags & MGV7_MOUNTAINS) { delete noise_mount_height; delete noise_mountain; } if (spflags & MGV7_RIDGES) { delete noise_ridge_uwater; delete noise_ridge; } if (spflags & MGV7_FLOATLANDS) { delete noise_floatland; } delete []float_offset_cache; } MapgenV7Params::MapgenV7Params(): np_terrain_base (4.0, 70.0, v3f(600, 600, 600), 82341, 5, 0.6, 2.0), np_terrain_alt (4.0, 25.0, v3f(600, 600, 600), 5934, 5, 0.6, 2.0), np_terrain_persist (0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0), np_height_select (-8.0, 16.0, v3f(500, 500, 500), 4213, 6, 0.7, 2.0), np_filler_depth (0.0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0), np_mount_height (256.0, 112.0, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0), np_ridge_uwater (0.0, 1.0, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0), np_mountain (-0.6, 1.0, v3f(250, 350, 250), 5333, 5, 0.63, 2.0), np_ridge (0.0, 1.0, v3f(100, 100, 100), 6467, 4, 0.75, 2.0), np_floatland (0.0, 0.7, v3f(384, 96, 384), 1009, 4, 0.75, 1.618), np_cavern (0.0, 1.0, v3f(384, 128, 384), 723, 5, 0.63, 2.0), np_cave1 (0.0, 12.0, v3f(61, 61, 61), 52534, 3, 0.5, 2.0), np_cave2 (0.0, 12.0, v3f(67, 67, 67), 10325, 3, 0.5, 2.0), np_dungeons (0.9, 0.5, v3f(500, 500, 500), 0, 2, 0.8, 2.0) { } void MapgenV7Params::readParams(const Settings *settings) { settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7); settings->getS16NoEx("mgv7_mount_zero_level", mount_zero_level); settings->getS16NoEx("mgv7_floatland_ymin", floatland_ymin); settings->getS16NoEx("mgv7_floatland_ymax", floatland_ymax); settings->getS16NoEx("mgv7_floatland_taper", floatland_taper); settings->getFloatNoEx("mgv7_float_taper_exp", float_taper_exp); settings->getFloatNoEx("mgv7_floatland_density", floatland_density); settings->getS16NoEx("mgv7_floatland_ywater", floatland_ywater); settings->getFloatNoEx("mgv7_cave_width", cave_width); settings->getS16NoEx("mgv7_large_cave_depth", large_cave_depth); settings->getU16NoEx("mgv7_small_cave_num_min", small_cave_num_min); settings->getU16NoEx("mgv7_small_cave_num_max", small_cave_num_max); settings->getU16NoEx("mgv7_large_cave_num_min", large_cave_num_min); settings->getU16NoEx("mgv7_large_cave_num_max", large_cave_num_max); settings->getFloatNoEx("mgv7_large_cave_flooded", large_cave_flooded); settings->getS16NoEx("mgv7_cavern_limit", cavern_limit); settings->getS16NoEx("mgv7_cavern_taper", cavern_taper); settings->getFloatNoEx("mgv7_cavern_threshold", cavern_threshold); settings->getS16NoEx("mgv7_dungeon_ymin", dungeon_ymin); settings->getS16NoEx("mgv7_dungeon_ymax", dungeon_ymax); settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base); settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt); settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist); settings->getNoiseParams("mgv7_np_height_select", np_height_select); settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth); settings->getNoiseParams("mgv7_np_mount_height", np_mount_height); settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater); settings->getNoiseParams("mgv7_np_mountain", np_mountain); settings->getNoiseParams("mgv7_np_ridge", np_ridge); settings->getNoiseParams("mgv7_np_floatland", np_floatland); settings->getNoiseParams("mgv7_np_cavern", np_cavern); settings->getNoiseParams("mgv7_np_cave1", np_cave1); settings->getNoiseParams("mgv7_np_cave2", np_cave2); settings->getNoiseParams("mgv7_np_dungeons", np_dungeons); } void MapgenV7Params::writeParams(Settings *settings) const { settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7); settings->setS16("mgv7_mount_zero_level", mount_zero_level); settings->setS16("mgv7_floatland_ymin", floatland_ymin); settings->setS16("mgv7_floatland_ymax", floatland_ymax); settings->setS16("mgv7_floatland_taper", floatland_taper); settings->setFloat("mgv7_float_taper_exp", float_taper_exp); settings->setFloat("mgv7_floatland_density", floatland_density); settings->setS16("mgv7_floatland_ywater", floatland_ywater); settings->setFloat("mgv7_cave_width", cave_width); settings->setS16("mgv7_large_cave_depth", large_cave_depth); settings->setU16("mgv7_small_cave_num_min", small_cave_num_min); settings->setU16("mgv7_small_cave_num_max", small_cave_num_max); settings->setU16("mgv7_large_cave_num_min", large_cave_num_min); settings->setU16("mgv7_large_cave_num_max", large_cave_num_max); settings->setFloat("mgv7_large_cave_flooded", large_cave_flooded); settings->setS16("mgv7_cavern_limit", cavern_limit); settings->setS16("mgv7_cavern_taper", cavern_taper); settings->setFloat("mgv7_cavern_threshold", cavern_threshold); settings->setS16("mgv7_dungeon_ymin", dungeon_ymin); settings->setS16("mgv7_dungeon_ymax", dungeon_ymax); settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base); settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt); settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist); settings->setNoiseParams("mgv7_np_height_select", np_height_select); settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth); settings->setNoiseParams("mgv7_np_mount_height", np_mount_height); settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater); settings->setNoiseParams("mgv7_np_mountain", np_mountain); settings->setNoiseParams("mgv7_np_ridge", np_ridge); settings->setNoiseParams("mgv7_np_floatland", np_floatland); settings->setNoiseParams("mgv7_np_cavern", np_cavern); settings->setNoiseParams("mgv7_np_cave1", np_cave1); settings->setNoiseParams("mgv7_np_cave2", np_cave2); settings->setNoiseParams("mgv7_np_dungeons", np_dungeons); } void MapgenV7Params::setDefaultSettings(Settings *settings) { settings->setDefault("mgv7_spflags", flagdesc_mapgen_v7, MGV7_MOUNTAINS | MGV7_RIDGES | MGV7_CAVERNS); } //////////////////////////////////////////////////////////////////////////////// int MapgenV7::getSpawnLevelAtPoint(v2s16 p) { // If rivers are enabled, first check if in a river if (spflags & MGV7_RIDGES) { float width = 0.2f; float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2.0f; if (std::fabs(uwatern) <= width) return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point } // Terrain noise 'offset' is the average level of that terrain. // At least 50% of terrain will be below the higher of base and alt terrain // 'offset's. // Raising the maximum spawn level above 'water_level + 16' is necessary // for when terrain 'offset's are set much higher than water_level. s16 max_spawn_y = std::fmax(std::fmax(noise_terrain_alt->np.offset, noise_terrain_base->np.offset), water_level + 16); // Base terrain calculation s16 y = baseTerrainLevelAtPoint(p.X, p.Y); // If mountains are disabled, terrain level is base terrain level. // Avoids mid-air spawn where mountain terrain would have been. if (!(spflags & MGV7_MOUNTAINS)) { if (y < water_level || y > max_spawn_y) return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point // y + 2 because y is surface level and due to biome 'dust' return y + 2; } // Search upwards for first node without mountain terrain int iters = 256; while (iters > 0 && y <= max_spawn_y) { if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) { if (y <= water_level) return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point // y + 1 due to biome 'dust' return y + 1; } y++; iters--; } // Unsuitable spawn point return MAX_MAP_GENERATION_LIMIT; } void MapgenV7::makeChunk(BlockMakeData *data) { // Pre-conditions assert(data->vmanip); assert(data->nodedef); //TimeTaker t("makeChunk"); 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); blockseed = getBlockSeed2(full_node_min, seed); // Generate base and mountain terrain s16 stone_surface_max_y = generateTerrain(); // Create heightmap updateHeightmap(node_min, node_max); // Init biome generator, place biome-specific nodes, and build biomemap if (flags & MG_BIOMES) { biomegen->calcBiomeNoise(node_min); generateBiomes(); } // Generate tunnels, caverns and large randomwalk caves if (flags & MG_CAVES) { // Generate tunnels first as caverns confuse them generateCavesNoiseIntersection(stone_surface_max_y); // Generate caverns bool near_cavern = false; if (spflags & MGV7_CAVERNS) near_cavern = generateCavernsNoise(stone_surface_max_y); // Generate large randomwalk caves if (near_cavern) // Disable large randomwalk caves in this mapchunk by setting // 'large cave depth' to world base. Avoids excessive liquid in // large caverns and floating blobs of overgenerated liquid. generateCavesRandomWalk(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT); else generateCavesRandomWalk(stone_surface_max_y, large_cave_depth); } // Generate the registered ores if (flags & MG_ORES) m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max); // Generate dungeons if (flags & MG_DUNGEONS) generateDungeons(stone_surface_max_y); // Generate the registered decorations if (flags & MG_DECORATIONS) m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max); // Sprinkle some dust on top after everything else was generated if (flags & MG_BIOMES) dustTopNodes(); // Update liquids updateLiquid(&data->transforming_liquid, full_node_min, full_node_max); // Calculate lighting // Limit floatland shadows bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) && node_max.Y >= floatland_ymin - csize.Y * 2 && node_min.Y <= floatland_ymax); if (flags & MG_LIGHT) calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0), full_node_min, full_node_max, propagate_shadow); this->generating = false; //printf("makeChunk: %lums\n", t.stop()); } //////////////////////////////////////////////////////////////////////////////// float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z) { float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed); hselect = rangelim(hselect, 0.0f, 1.0f); float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed); noise_terrain_base->np.persist = persist; float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed); noise_terrain_alt->np.persist = persist; float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed); if (height_alt > height_base) return height_alt; return (height_base * hselect) + (height_alt * (1.0f - hselect)); } float MapgenV7::baseTerrainLevelFromMap(int index) { float hselect = rangelim(noise_height_select->result[index], 0.0f, 1.0f); float height_base = noise_terrain_base->result[index]; float height_alt = noise_terrain_alt->result[index]; if (height_alt > height_base) return height_alt; return (height_base * hselect) + (height_alt * (1.0f - hselect)); } bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z) { float mnt_h_n = std::fmax(NoisePerlin2D(&noise_mount_height->np, x, z, seed), 1.0f); float density_gradient = -((float)(y - mount_zero_level) / mnt_h_n); float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed); return mnt_n + density_gradient >= 0.0f; } bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y) { float mounthn = std::fmax(noise_mount_height->result[idx_xz], 1.0f); float density_gradient = -((float)(y - mount_zero_level) / mounthn); float mountn = noise_mountain->result[idx_xyz]; return mountn + density_gradient >= 0.0f; } bool MapgenV7::getRiverChannelFromMap(int idx_xyz, int idx_xz, s16 y) { // Maximum width of river channel. Creates the vertical canyon walls float width = 0.2f; float absuwatern = std::fabs(noise_ridge_uwater->result[idx_xz]) * 2.0f; if (absuwatern > width) return false; float altitude = y - water_level; float height_mod = (altitude + 17.0f) / 2.5f; float width_mod = width - absuwatern; float nridge = noise_ridge->result[idx_xyz] * std::fmax(altitude, 0.0f) / 7.0f; return nridge + width_mod * height_mod >= 0.6f; } bool MapgenV7::getFloatlandTerrainFromMap(int idx_xyz, float float_offset) { return noise_floatland->result[idx_xyz] + floatland_density - float_offset >= 0.0f; } int MapgenV7::generateTerrain() { MapNode n_air(CONTENT_AIR); MapNode n_stone(c_stone); MapNode n_water(c_water_source); //// Calculate noise for terrain generation noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z); float *persistmap = noise_terrain_persist->result; noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap); noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap); noise_height_select->perlinMap2D(node_min.X, node_min.Z); if (spflags & MGV7_MOUNTAINS) { noise_mount_height->perlinMap2D(node_min.X, node_min.Z); noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z); } //// Floatlands // 'Generate floatlands in this mapchunk' bool for // simplification of condition checks in y-loop. bool gen_floatlands = false; u8 cache_index = 0; // Y values where floatland tapering starts s16 float_taper_ymax = floatland_ymax - floatland_taper; s16 float_taper_ymin = floatland_ymin + floatland_taper; if ((spflags & MGV7_FLOATLANDS) && node_max.Y >= floatland_ymin && node_min.Y <= floatland_ymax) { gen_floatlands = true; // Calculate noise for floatland generation noise_floatland->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z); // Cache floatland noise offset values, for floatland tapering for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++, cache_index++) { float float_offset = 0.0f; if (y > float_taper_ymax) { float_offset = std::pow((y - float_taper_ymax) / (float)floatland_taper, float_taper_exp) * 4.0f; } else if (y < float_taper_ymin) { float_offset = std::pow((float_taper_ymin - y) / (float)floatland_taper, float_taper_exp) * 4.0f; } float_offset_cache[cache_index] = float_offset; } } // 'Generate rivers in this mapchunk' bool for // simplification of condition checks in y-loop. bool gen_rivers = (spflags & MGV7_RIDGES) && node_max.Y >= water_level - 16 && !gen_floatlands; if (gen_rivers) { noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z); noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z); } //// Place nodes const v3s16 &em = vm->m_area.getExtent(); s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT; u32 index2d = 0; for (s16 z = node_min.Z; z <= node_max.Z; z++) for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) { s16 surface_y = baseTerrainLevelFromMap(index2d); if (surface_y > stone_surface_max_y) stone_surface_max_y = surface_y; cache_index = 0; u32 vi = vm->m_area.index(x, node_min.Y - 1, z); u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X); for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++, index3d += ystride, VoxelArea::add_y(em, vi, 1), cache_index++) { if (vm->m_data[vi].getContent() != CONTENT_IGNORE) continue; bool is_river_channel = gen_rivers && getRiverChannelFromMap(index3d, index2d, y); if (y <= surface_y && !is_river_channel) { vm->m_data[vi] = n_stone; // Base terrain } else if ((spflags & MGV7_MOUNTAINS) && getMountainTerrainFromMap(index3d, index2d, y) && !is_river_channel) { vm->m_data[vi] = n_stone; // Mountain terrain if (y > stone_surface_max_y) stone_surface_max_y = y; } else if (gen_floatlands && getFloatlandTerrainFromMap(index3d, float_offset_cache[cache_index])) { vm->m_data[vi] = n_stone; // Floatland terrain if (y > stone_surface_max_y) stone_surface_max_y = y; } else if (y <= water_level) { // Surface water vm->m_data[vi] = n_water; } else if (gen_floatlands && y >= float_taper_ymax && y <= floatland_ywater) { vm->m_data[vi] = n_water; // Water for solid floatland layer only } else { vm->m_data[vi] = n_air; // Air } } } return stone_surface_max_y; }