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	Mgvalleys: Code cleanup
Split some long lines. Edit comments. Remove unnecessary comments and unnecessary commented-out code. Use std::fmax/fmin instead of MYMAX/MYMIN. Remove scope-limiting braces. Consistently define literals as floats, except in noise parameters. Cleanup literals in noise parameters. Remove unnecessary 'near_cavern' line. Reduce max spawn y to be consistent with other mapgens.
This commit is contained in:
		@@ -32,6 +32,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "map.h"
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#include "nodedef.h"
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#include "voxelalgorithms.h"
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//#include "profiler.h" // For TimeTaker
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#include "settings.h" // For g_settings
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#include "emerge.h"
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#include "dungeongen.h"
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@@ -43,26 +44,18 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <cmath>
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//#undef NDEBUG
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//#include "assert.h"
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//#include "util/timetaker.h"
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//#include "profiler.h"
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//static Profiler mapgen_prof;
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//Profiler *mapgen_profiler = &mapgen_prof;
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static FlagDesc flagdesc_mapgen_valleys[] = {
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	{"altitude_chill", MGVALLEYS_ALT_CHILL},
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	{"humid_rivers",   MGVALLEYS_HUMID_RIVERS},
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	{NULL,             0}
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};
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///////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeManager *emerge)
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MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params,
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	EmergeManager *emerge)
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	: MapgenBasic(mapgenid, params, emerge)
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{
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	// NOTE: MapgenValleys has a hard dependency on BiomeGenOriginal
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@@ -72,8 +65,8 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeMa
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	spflags            = params->spflags;
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	altitude_chill     = params->altitude_chill;
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	river_depth_bed    = params->river_depth + 1.f;
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	river_size_factor  = params->river_size / 100.f;
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	river_depth_bed    = params->river_depth + 1.0f;
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	river_size_factor  = params->river_size / 100.0f;
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	cave_width         = params->cave_width;
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	large_cave_depth   = params->large_cave_depth;
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@@ -94,7 +87,8 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeMa
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	//// 3D Terrain noise
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	// 1-up 1-down overgeneration
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	noise_inter_valley_fill = new Noise(¶ms->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
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	noise_inter_valley_fill = new Noise(¶ms->np_inter_valley_fill,
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		seed, csize.X, csize.Y + 2, csize.Z);
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	// 1-down overgeneraion
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	MapgenBasic::np_cave1   = params->np_cave1;
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	MapgenBasic::np_cave2   = params->np_cave2;
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@@ -102,7 +96,7 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, EmergeMa
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	humid_rivers       = (spflags & MGVALLEYS_HUMID_RIVERS);
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	use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL);
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	humidity_adjust    = bp->np_humidity.offset - 50.f;
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	humidity_adjust    = bp->np_humidity.offset - 50.0f;
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}
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@@ -119,16 +113,16 @@ MapgenValleys::~MapgenValleys()
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MapgenValleysParams::MapgenValleysParams():
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	np_filler_depth       (0.f,   1.2f, v3f(256,  256,  256),  1605,  3, 0.5f,  2.f),
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	np_inter_valley_fill  (0.f,   1.f,  v3f(256,  512,  256),  1993,  6, 0.8f,  2.f),
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	np_inter_valley_slope (0.5f,  0.5f, v3f(128,  128,  128),  746,   1, 1.f,   2.f),
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	np_rivers             (0.f,   1.f,  v3f(256,  256,  256),  -6050, 5, 0.6f,  2.f),
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	np_terrain_height     (-10.f, 50.f, v3f(1024, 1024, 1024), 5202,  6, 0.4f,  2.f),
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	np_valley_depth       (5.f,   4.f,  v3f(512,  512,  512),  -1914, 1, 1.f,   2.f),
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	np_valley_profile     (0.6f,  0.5f, v3f(512,  512,  512),  777,   1, 1.f,   2.f),
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	np_cave1              (0,     12,   v3f(61,   61,   61),   52534, 3, 0.5,   2.0),
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	np_cave2              (0,     12,   v3f(67,   67,   67),   10325, 3, 0.5,   2.0),
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	np_cavern             (0.f,   1.f,  v3f(768,  256,  768),  59033, 6, 0.63f, 2.f)
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	np_filler_depth       (0.0,   1.2,  v3f(256,  256,  256),  1605,  3, 0.5,  2.0),
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	np_inter_valley_fill  (0.0,   1.0,  v3f(256,  512,  256),  1993,  6, 0.8,  2.0),
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	np_inter_valley_slope (0.5,   0.5,  v3f(128,  128,  128),  746,   1, 1.0,  2.0),
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	np_rivers             (0.0,   1.0,  v3f(256,  256,  256),  -6050, 5, 0.6,  2.0),
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	np_terrain_height     (-10.0, 50.0, v3f(1024, 1024, 1024), 5202,  6, 0.4,  2.0),
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	np_valley_depth       (5.0,   4.0,  v3f(512,  512,  512),  -1914, 1, 1.0,  2.0),
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	np_valley_profile     (0.6,   0.50, v3f(512,  512,  512),  777,   1, 1.0,  2.0),
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	np_cave1              (0.0,   12.0, v3f(61,   61,   61),   52534, 3, 0.5,  2.0),
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	np_cave2              (0.0,   12.0, v3f(67,   67,   67),   10325, 3, 0.5,  2.0),
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	np_cavern             (0.0,   1.0,  v3f(768,  256,  768),  59033, 6, 0.63, 2.0)
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{
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}
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@@ -191,7 +185,7 @@ void MapgenValleysParams::writeParams(Settings *settings) const
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}
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///////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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void MapgenValleys::makeChunk(BlockMakeData *data)
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@@ -206,12 +200,12 @@ void MapgenValleys::makeChunk(BlockMakeData *data)
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		data->blockpos_requested.Y <= data->blockpos_max.Y &&
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		data->blockpos_requested.Z <= data->blockpos_max.Z);
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	//TimeTaker t("makeChunk");
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	this->generating = true;
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	this->vm = data->vmanip;
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	this->ndef = data->nodedef;
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	//TimeTaker t("makeChunk");
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	v3s16 blockpos_min = data->blockpos_min;
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	v3s16 blockpos_max = data->blockpos_max;
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	node_min = blockpos_min * MAP_BLOCKSIZE;
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@@ -221,7 +215,7 @@ void MapgenValleys::makeChunk(BlockMakeData *data)
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	blockseed = getBlockSeed2(full_node_min, seed);
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	// Generate biome noises.  Note this must be executed strictly before
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	// Generate biome noises. Note this must be executed strictly before
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	// generateTerrain, because generateTerrain depends on intermediate
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	// biome-related noises.
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	m_bgen->calcBiomeNoise(node_min);
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@@ -241,9 +235,8 @@ void MapgenValleys::makeChunk(BlockMakeData *data)
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	// Generate caverns, tunnels and classic caves
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	if (flags & MG_CAVES) {
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		bool near_cavern = false;
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		// Generate caverns
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		near_cavern = generateCaverns(stone_surface_max_y);
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		bool near_cavern = generateCaverns(stone_surface_max_y);
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		// Generate tunnels and classic caves
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		if (near_cavern)
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			// Disable classic caves in this mapchunk by setting
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@@ -269,36 +262,24 @@ void MapgenValleys::makeChunk(BlockMakeData *data)
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	// Sprinkle some dust on top after everything else was generated
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	dustTopNodes();
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	//TimeTaker tll("liquid_lighting");
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	updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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	if (flags & MG_LIGHT)
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		calcLighting(
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				node_min - v3s16(0, 1, 0),
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				node_max + v3s16(0, 1, 0),
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				full_node_min,
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				full_node_max);
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	//mapgen_profiler->avg("liquid_lighting", tll.stop() / 1000.f);
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	//mapgen_profiler->avg("makeChunk", t.stop() / 1000.f);
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		calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
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			full_node_min, full_node_max);
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	this->generating = false;
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	//printf("makeChunk: %lums\n", t.stop());
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}
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// Populate the noise tables and do most of the
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// calculation necessary to determine terrain height.
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void MapgenValleys::calculateNoise()
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{
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	//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
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	int x = node_min.X;
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	int y = node_min.Y - 1;
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	int z = node_min.Z;
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	//TimeTaker tcn("actualNoise");
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	noise_inter_valley_slope->perlinMap2D(x, z);
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	noise_rivers->perlinMap2D(x, z);
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	noise_terrain_height->perlinMap2D(x, z);
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@@ -307,19 +288,14 @@ void MapgenValleys::calculateNoise()
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	noise_inter_valley_fill->perlinMap3D(x, y, z);
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	//mapgen_profiler->avg("noisemaps", tcn.stop() / 1000.f);
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	float heat_offset = 0.f;
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	float humidity_scale = 1.f;
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	float heat_offset = 0.0f;
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	float humidity_scale = 1.0f;
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	// Altitude chill tends to reduce the average heat.
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	if (use_altitude_chill)
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		heat_offset = 5.f;
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		heat_offset = 5.0f;
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	// River humidity tends to increase the humidity range.
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	if (humid_rivers) {
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	if (humid_rivers)
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		humidity_scale = 0.8f;
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	}
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	for (s32 index = 0; index < csize.X * csize.Z; index++) {
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		m_bgen->heatmap[index] += heat_offset;
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@@ -331,21 +307,19 @@ void MapgenValleys::calculateNoise()
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	u32 index = 0;
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	for (tn.z = node_min.Z; tn.z <= node_max.Z; tn.z++)
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	for (tn.x = node_min.X; tn.x <= node_max.X; tn.x++, index++) {
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		// The parameters that we actually need to generate terrain
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		//  are passed by address (and the return value).
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		// The parameters that we actually need to generate terrain are passed
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		// by address (and the return value).
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		tn.terrain_height    = noise_terrain_height->result[index];
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		// River noise is replaced with base terrain, which
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		// is basically the height of the water table.
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		// River noise is replaced with base terrain, which is basically the
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		// height of the water table.
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		tn.rivers            = &noise_rivers->result[index];
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		// Valley depth noise is replaced with the valley
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		// number that represents the height of terrain
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		// over rivers and is used to determine about
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		// how close a river is for humidity calculation.
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		// Valley depth noise is replaced with the valley number that represents
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		// the height of terrain over rivers and is used to determine how close
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		// a river is for humidity calculation.
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		tn.valley            = &noise_valley_depth->result[index];
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		tn.valley_profile    = noise_valley_profile->result[index];
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		// Slope noise is replaced by the calculated slope
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		// which is used to get terrain height in the slow
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		// method, to create sharper mountains.
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		// Slope noise is replaced by the calculated slope which is used to get
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		// terrain height in the slow method, to create sharper mountains.
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		tn.slope             = &noise_inter_valley_slope->result[index];
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		tn.inter_valley_fill = noise_inter_valley_fill->result[index];
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@@ -356,75 +330,69 @@ void MapgenValleys::calculateNoise()
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}
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// This keeps us from having to maintain two similar sets of
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//  complicated code to determine ground level.
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float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
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{
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	// The square function changes the behaviour of this noise:
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	//  very often small, and sometimes very high.
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	// The square function changes the behaviour of this noise: very often
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	// small, and sometimes very high.
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	float valley_d = MYSQUARE(*tn->valley);
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	// valley_d is here because terrain is generally higher where valleys
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	//  are deep (mountains). base represents the height of the
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	//  rivers, most of the surface is above.
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	// valley_d is here because terrain is generally higher where valleys are
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	// deep (mountains). base represents the height of the rivers, most of the
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	// surface is above.
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	float base = tn->terrain_height + valley_d;
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	// "river" represents the distance from the river, in arbitrary units.
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	// "river" represents the distance from the river
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	float river = std::fabs(*tn->rivers) - river_size_factor;
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	// Use the curve of the function 1-exp(-(x/a)^2) to model valleys.
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	//  Making "a" vary (0 < a <= 1) changes the shape of the valleys.
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	//  Try it with a geometry software !
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	//   (here x = "river" and a = valley_profile).
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	//  "valley" represents the height of the terrain, from the rivers.
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	{
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		float t = std::fmax(river / tn->valley_profile, 0.0f);
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		*tn->valley = valley_d * (1.f - std::exp(- MYSQUARE(t)));
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	}
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	// "valley" represents the height of the terrain, from the rivers.
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	float tv = std::fmax(river / tn->valley_profile, 0.0f);
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	*tn->valley = valley_d * (1.0f - std::exp(-MYSQUARE(tv)));
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	// approximate height of the terrain at this point
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	// Approximate height of the terrain at this point
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	float mount = base + *tn->valley;
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	*tn->slope *= *tn->valley;
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	// Rivers are placed where "river" is negative, so where the original
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	//  noise value is close to zero.
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	// Base ground is returned as rivers since it's basically the water table.
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	*tn->rivers = base;
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	if (river < 0.f) {
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		// Use the the function -sqrt(1-x^2) which models a circle.
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		float depth;
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		{
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			float t = river / river_size_factor + 1;
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			depth = (river_depth_bed * std::sqrt(MYMAX(0, 1.f - MYSQUARE(t))));
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		}
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	// Rivers are placed where "river" is negative, so where the original noise
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	// value is close to zero.
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	if (river < 0.0f) {
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		// Use the the function -sqrt(1-x^2) which models a circle
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		float tr = river / river_size_factor + 1.0f;
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		float depth = (river_depth_bed *
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			std::sqrt(std::fmax(0.0f, 1.0f - MYSQUARE(tr))));
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		// base - depth : height of the bottom of the river
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		// water_level - 3 : don't make rivers below 3 nodes under the surface
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		||||
		// 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);
 | 
			
		||||
		mount =
 | 
			
		||||
			std::fmin(std::fmax(base - depth, (float)(water_level - 3)), mount);
 | 
			
		||||
 | 
			
		||||
		// Slope has no influence on rivers.
 | 
			
		||||
		*tn->slope = 0.f;
 | 
			
		||||
		// Slope has no influence on rivers
 | 
			
		||||
		*tn->slope = 0.0f;
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	return mount;
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
// This avoids duplicating the code in terrainLevelFromNoise, adding
 | 
			
		||||
// only the final step of terrain generation without a noise map.
 | 
			
		||||
// 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);
 | 
			
		||||
 | 
			
		||||
		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);
 | 
			
		||||
			mount = std::fmax((float)(y - 1), mount);
 | 
			
		||||
			break;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
@@ -435,14 +403,14 @@ float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn)
 | 
			
		||||
 | 
			
		||||
int MapgenValleys::getSpawnLevelAtPoint(v2s16 p)
 | 
			
		||||
{
 | 
			
		||||
	// Check to make sure this isn't a request for a location in a river.
 | 
			
		||||
	// Check if 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)
 | 
			
		||||
			level_at_point > water_level + 16)
 | 
			
		||||
		return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
 | 
			
		||||
 | 
			
		||||
	return level_at_point;
 | 
			
		||||
@@ -455,7 +423,8 @@ float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z)
 | 
			
		||||
 | 
			
		||||
	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);
 | 
			
		||||
	float inter_valley_slope =
 | 
			
		||||
		NoisePerlin2D(&noise_inter_valley_slope->np, x, z, seed);
 | 
			
		||||
 | 
			
		||||
	tn.x                 = x;
 | 
			
		||||
	tn.z                 = z;
 | 
			
		||||
@@ -464,7 +433,7 @@ float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z)
 | 
			
		||||
	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;
 | 
			
		||||
	tn.inter_valley_fill = 0.0f;
 | 
			
		||||
 | 
			
		||||
	return adjustedTerrainLevelFromNoise(&tn);
 | 
			
		||||
}
 | 
			
		||||
@@ -472,14 +441,13 @@ float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z)
 | 
			
		||||
 | 
			
		||||
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;
 | 
			
		||||
	// Raising this reduces the rate of evaporation
 | 
			
		||||
	static const float evaporation = 300.0f;
 | 
			
		||||
	static const float humidity_dropoff = 4.0f;
 | 
			
		||||
	// Constant to convert altitude chill to heat
 | 
			
		||||
	static const float alt_to_heat = 20.0f;
 | 
			
		||||
	// Humidity reduction by altitude
 | 
			
		||||
	static const float alt_to_humid = 10.0f;
 | 
			
		||||
 | 
			
		||||
	MapNode n_air(CONTENT_AIR);
 | 
			
		||||
	MapNode n_river_water(c_river_water_source);
 | 
			
		||||
@@ -505,42 +473,39 @@ int MapgenValleys::generateTerrain()
 | 
			
		||||
		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 (use_altitude_chill && (surface_y > 0.0f || river_y > 0.0f))
 | 
			
		||||
				t_heat -= alt_to_heat *
 | 
			
		||||
					std::fmax(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);
 | 
			
		||||
			// If humidity is low or heat is high, lower the water table
 | 
			
		||||
			float delta = m_bgen->humidmap[index_2d] - 50.0f;
 | 
			
		||||
			if (delta < 0.0f) {
 | 
			
		||||
				float t_evap = (t_heat - 32.0f) / evaporation;
 | 
			
		||||
				river_y += delta * std::fmax(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;
 | 
			
		||||
				bool river = y < river_y - 1;
 | 
			
		||||
 | 
			
		||||
				if (slope * fill > surface_delta) {
 | 
			
		||||
					// ground
 | 
			
		||||
					vm->m_data[index_data] = n_stone;
 | 
			
		||||
					vm->m_data[index_data] = n_stone; // 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;
 | 
			
		||||
					vm->m_data[index_data] = n_water; // Water
 | 
			
		||||
				} else if (river) {
 | 
			
		||||
					// river
 | 
			
		||||
					vm->m_data[index_data] = n_river_water;
 | 
			
		||||
				} else {  // air
 | 
			
		||||
					vm->m_data[index_data] = n_air;
 | 
			
		||||
					vm->m_data[index_data] = n_river_water; // River water
 | 
			
		||||
				} else {
 | 
			
		||||
					vm->m_data[index_data] = n_air; // Air
 | 
			
		||||
				}
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
@@ -550,29 +515,29 @@ int MapgenValleys::generateTerrain()
 | 
			
		||||
 | 
			
		||||
		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.
 | 
			
		||||
 | 
			
		||||
			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.
 | 
			
		||||
				// 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]);
 | 
			
		||||
			// Use base ground (water table) in a riverbed, to avoid an
 | 
			
		||||
			// unnatural rise in humidity.
 | 
			
		||||
			float t_alt = std::fmax(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));
 | 
			
		||||
			humid *= 1.0f + std::pow(0.5f, std::fmax(water_depth, 1.0f));
 | 
			
		||||
 | 
			
		||||
			// 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)
 | 
			
		||||
			// Reduce humidity with altitude (ignoring riverbeds)
 | 
			
		||||
			if (t_alt > 0.0f)
 | 
			
		||||
				humid -= alt_to_humid * t_alt / altitude_chill;
 | 
			
		||||
 | 
			
		||||
			m_bgen->humidmap[index_2d] = humid;
 | 
			
		||||
@@ -581,13 +546,16 @@ int MapgenValleys::generateTerrain()
 | 
			
		||||
		// 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]);
 | 
			
		||||
			// Ground height ignoring riverbeds
 | 
			
		||||
			float t_alt = std::fmax(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.
 | 
			
		||||
				// 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;
 | 
			
		||||
			else if (t_alt > 0.0f)
 | 
			
		||||
				m_bgen->heatmap[index_2d] -=
 | 
			
		||||
					alt_to_heat * t_alt / altitude_chill;
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
@@ -32,23 +32,19 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 | 
			
		||||
#define MGVALLEYS_ALT_CHILL    0x01
 | 
			
		||||
#define MGVALLEYS_HUMID_RIVERS 0x02
 | 
			
		||||
 | 
			
		||||
// Feed only one variable into these.
 | 
			
		||||
// Feed only one variable into these
 | 
			
		||||
#define MYSQUARE(x) (x) * (x)
 | 
			
		||||
#define MYCUBE(x) (x) * (x) * (x)
 | 
			
		||||
 | 
			
		||||
class BiomeManager;
 | 
			
		||||
class BiomeGenOriginal;
 | 
			
		||||
 | 
			
		||||
// Global profiler
 | 
			
		||||
//class Profiler;
 | 
			
		||||
//extern Profiler *mapgen_profiler;
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
struct MapgenValleysParams : public MapgenParams {
 | 
			
		||||
	u32 spflags = MGVALLEYS_HUMID_RIVERS | MGVALLEYS_ALT_CHILL;
 | 
			
		||||
	u16 altitude_chill = 90; // The altitude at which temperature drops by 20C.
 | 
			
		||||
	u16 river_depth = 4; // How deep to carve river channels.
 | 
			
		||||
	u16 river_size = 5; // How wide to make rivers.
 | 
			
		||||
	u16 altitude_chill = 90; // The altitude at which temperature drops by 20C
 | 
			
		||||
	u16 river_depth = 4; // How deep to carve river channels
 | 
			
		||||
	u16 river_size = 5; // How wide to make rivers
 | 
			
		||||
 | 
			
		||||
	float cave_width = 0.09f;
 | 
			
		||||
	s16 large_cave_depth = -33;
 | 
			
		||||
@@ -122,9 +118,7 @@ private:
 | 
			
		||||
	Noise *noise_valley_profile;
 | 
			
		||||
 | 
			
		||||
	float terrainLevelAtPoint(s16 x, s16 z);
 | 
			
		||||
 | 
			
		||||
	void calculateNoise();
 | 
			
		||||
 | 
			
		||||
	virtual int generateTerrain();
 | 
			
		||||
	float terrainLevelFromNoise(TerrainNoise *tn);
 | 
			
		||||
	float adjustedTerrainLevelFromNoise(TerrainNoise *tn);
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user