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	* empty function * default constructor/destructor * for range-based loops * use emplace_back instead of push_back * remove some unused headers in some cpp variable
		
			
				
	
	
		
			746 lines
		
	
	
		
			26 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			746 lines
		
	
	
		
			26 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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| Minetest Valleys C
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| Copyright (C) 2016-2017 Duane Robertson <duane@duanerobertson.com>
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| Copyright (C) 2016-2017 paramat
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| 
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| Based on Valleys Mapgen by Gael de Sailly
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|  (https://forum.minetest.net/viewtopic.php?f=9&t=11430)
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| and mapgen_v7, mapgen_flat by kwolekr and paramat.
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| 
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| Licensing changed by permission of Gael de Sailly.
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| 
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| This program is free software; you can redistribute it and/or modify
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| it under the terms of the GNU Lesser General Public License as published by
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| the Free Software Foundation; either version 2.1 of the License, or
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| (at your option) any later version.
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| 
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| This program is distributed in the hope that it will be useful,
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| but WITHOUT ANY WARRANTY; without even the implied warranty of
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| MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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| GNU Lesser General Public License for more details.
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| 
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| You should have received a copy of the GNU Lesser General Public License along
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| with this program; if not, write to the Free Software Foundation, Inc.,
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| 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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| */
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| 
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| #include "mapgen.h"
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| #include "voxel.h"
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| #include "noise.h"
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| #include "mapblock.h"
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| #include "mapnode.h"
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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 "settings.h" // For g_settings
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| #include "emerge.h"
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| #include "dungeongen.h"
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| #include "mg_biome.h"
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| #include "mg_ore.h"
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| #include "mg_decoration.h"
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| #include "mapgen_valleys.h"
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| #include "cavegen.h"
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| 
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| 
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| //#undef NDEBUG
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| //#include "assert.h"
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| 
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| //#include "util/timetaker.h"
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| //#include "profiler.h"
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| 
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| 
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| //static Profiler mapgen_prof;
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| //Profiler *mapgen_profiler = &mapgen_prof;
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| 
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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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| 
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| 
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| MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params, 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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| 	m_bgen = (BiomeGenOriginal *)biomegen;
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| 
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| 	BiomeParamsOriginal *bp = (BiomeParamsOriginal *)params->bparams;
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| 
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| 	spflags            = params->spflags;
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| 	altitude_chill     = params->altitude_chill;
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| 	large_cave_depth   = params->large_cave_depth;
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| 	lava_features_lim  = rangelim(params->lava_features, 0, 10);
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| 	massive_cave_depth = params->massive_cave_depth;
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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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| 	water_features_lim = rangelim(params->water_features, 0, 10);
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| 	cave_width         = params->cave_width;
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| 
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| 	//// 2D Terrain noise
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| 	noise_filler_depth       = new Noise(¶ms->np_filler_depth,       seed, csize.X, csize.Z);
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| 	noise_inter_valley_slope = new Noise(¶ms->np_inter_valley_slope, seed, csize.X, csize.Z);
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| 	noise_rivers             = new Noise(¶ms->np_rivers,             seed, csize.X, csize.Z);
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| 	noise_terrain_height     = new Noise(¶ms->np_terrain_height,     seed, csize.X, csize.Z);
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| 	noise_valley_depth       = new Noise(¶ms->np_valley_depth,       seed, csize.X, csize.Z);
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| 	noise_valley_profile     = new Noise(¶ms->np_valley_profile,     seed, csize.X, csize.Z);
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| 
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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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| 	// 1-down overgeneraion
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| 	noise_cave1             = new Noise(¶ms->np_cave1,             seed, csize.X, csize.Y + 1, csize.Z);
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| 	noise_cave2             = new Noise(¶ms->np_cave2,             seed, csize.X, csize.Y + 1, csize.Z);
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| 	noise_massive_caves     = new Noise(¶ms->np_massive_caves,     seed, csize.X, csize.Y + 1, csize.Z);
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| 
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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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| 
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| 	// a small chance of overflows if the settings are very high
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| 	cave_water_max_height = water_level + MYMAX(0, water_features_lim - 4) * 50;
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| 	lava_max_height       = water_level + MYMAX(0, lava_features_lim - 4) * 50;
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| 
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| 	tcave_cache = new float[csize.Y + 2];
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| }
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| 
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| 
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| MapgenValleys::~MapgenValleys()
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| {
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| 	delete noise_cave1;
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| 	delete noise_cave2;
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| 	delete noise_filler_depth;
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| 	delete noise_inter_valley_fill;
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| 	delete noise_inter_valley_slope;
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| 	delete noise_rivers;
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| 	delete noise_massive_caves;
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| 	delete noise_terrain_height;
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| 	delete noise_valley_depth;
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| 	delete noise_valley_profile;
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| 
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| 	delete[] tcave_cache;
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| }
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| 
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| 
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| MapgenValleysParams::MapgenValleysParams()
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| {
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| 	np_cave1              = NoiseParams(0,     12,   v3f(61,   61,   61),   52534, 3, 0.5,   2.0);
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| 	np_cave2              = NoiseParams(0,     12,   v3f(67,   67,   67),   10325, 3, 0.5,   2.0);
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| 	np_filler_depth       = NoiseParams(0.f,   1.2f, v3f(256,  256,  256),  1605,  3, 0.5f,  2.f);
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| 	np_inter_valley_fill  = NoiseParams(0.f,   1.f,  v3f(256,  512,  256),  1993,  6, 0.8f,  2.f);
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| 	np_inter_valley_slope = NoiseParams(0.5f,  0.5f, v3f(128,  128,  128),  746,   1, 1.f,   2.f);
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| 	np_rivers             = NoiseParams(0.f,   1.f,  v3f(256,  256,  256),  -6050, 5, 0.6f,  2.f);
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| 	np_massive_caves      = NoiseParams(0.f,   1.f,  v3f(768,  256,  768),  59033, 6, 0.63f, 2.f);
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| 	np_terrain_height     = NoiseParams(-10.f, 50.f, v3f(1024, 1024, 1024), 5202,  6, 0.4f,  2.f);
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| 	np_valley_depth       = NoiseParams(5.f,   4.f,  v3f(512,  512,  512),  -1914, 1, 1.f,   2.f);
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| 	np_valley_profile     = NoiseParams(0.6f,  0.5f, v3f(512,  512,  512),  777,   1, 1.f,   2.f);
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| }
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| 
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| 
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| void MapgenValleysParams::readParams(const Settings *settings)
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| {
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| 	settings->getFlagStrNoEx("mgvalleys_spflags",        spflags, flagdesc_mapgen_valleys);
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| 	settings->getU16NoEx("mgvalleys_altitude_chill",     altitude_chill);
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| 	settings->getS16NoEx("mgvalleys_large_cave_depth",   large_cave_depth);
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| 	settings->getU16NoEx("mgvalleys_lava_features",      lava_features);
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| 	settings->getS16NoEx("mgvalleys_massive_cave_depth", massive_cave_depth);
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| 	settings->getU16NoEx("mgvalleys_river_depth",        river_depth);
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| 	settings->getU16NoEx("mgvalleys_river_size",         river_size);
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| 	settings->getU16NoEx("mgvalleys_water_features",     water_features);
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| 	settings->getFloatNoEx("mgvalleys_cave_width",       cave_width);
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| 
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| 	settings->getNoiseParams("mgvalleys_np_cave1",              np_cave1);
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| 	settings->getNoiseParams("mgvalleys_np_cave2",              np_cave2);
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| 	settings->getNoiseParams("mgvalleys_np_filler_depth",       np_filler_depth);
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| 	settings->getNoiseParams("mgvalleys_np_inter_valley_fill",  np_inter_valley_fill);
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| 	settings->getNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope);
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| 	settings->getNoiseParams("mgvalleys_np_rivers",             np_rivers);
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| 	settings->getNoiseParams("mgvalleys_np_massive_caves",      np_massive_caves);
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| 	settings->getNoiseParams("mgvalleys_np_terrain_height",     np_terrain_height);
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| 	settings->getNoiseParams("mgvalleys_np_valley_depth",       np_valley_depth);
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| 	settings->getNoiseParams("mgvalleys_np_valley_profile",     np_valley_profile);
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| }
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| 
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| 
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| void MapgenValleysParams::writeParams(Settings *settings) const
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| {
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| 	settings->setFlagStr("mgvalleys_spflags",        spflags, flagdesc_mapgen_valleys, U32_MAX);
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| 	settings->setU16("mgvalleys_altitude_chill",     altitude_chill);
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| 	settings->setS16("mgvalleys_large_cave_depth",   large_cave_depth);
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| 	settings->setU16("mgvalleys_lava_features",      lava_features);
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| 	settings->setS16("mgvalleys_massive_cave_depth", massive_cave_depth);
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| 	settings->setU16("mgvalleys_river_depth",        river_depth);
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| 	settings->setU16("mgvalleys_river_size",         river_size);
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| 	settings->setU16("mgvalleys_water_features",     water_features);
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| 	settings->setFloat("mgvalleys_cave_width",       cave_width);
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| 
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| 	settings->setNoiseParams("mgvalleys_np_cave1",              np_cave1);
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| 	settings->setNoiseParams("mgvalleys_np_cave2",              np_cave2);
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| 	settings->setNoiseParams("mgvalleys_np_filler_depth",       np_filler_depth);
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| 	settings->setNoiseParams("mgvalleys_np_inter_valley_fill",  np_inter_valley_fill);
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| 	settings->setNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope);
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| 	settings->setNoiseParams("mgvalleys_np_rivers",             np_rivers);
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| 	settings->setNoiseParams("mgvalleys_np_massive_caves",      np_massive_caves);
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| 	settings->setNoiseParams("mgvalleys_np_terrain_height",     np_terrain_height);
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| 	settings->setNoiseParams("mgvalleys_np_valley_depth",       np_valley_depth);
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| 	settings->setNoiseParams("mgvalleys_np_valley_profile",     np_valley_profile);
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| }
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| 
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| 
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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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| {
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| 	// Pre-conditions
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| 	assert(data->vmanip);
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| 	assert(data->nodedef);
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| 	assert(data->blockpos_requested.X >= data->blockpos_min.X &&
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| 		data->blockpos_requested.Y >= data->blockpos_min.Y &&
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| 		data->blockpos_requested.Z >= data->blockpos_min.Z);
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| 	assert(data->blockpos_requested.X <= data->blockpos_max.X &&
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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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| 
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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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| 
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| 	//TimeTaker t("makeChunk");
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| 
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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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| 	node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
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| 	full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
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| 	full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
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| 
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| 	blockseed = getBlockSeed2(full_node_min, seed);
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| 
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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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| 
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| 	// Generate noise maps and base terrain height.
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| 	// Modify heat and humidity maps.
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| 	calculateNoise();
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| 
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| 	// Generate base terrain with initial heightmaps
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| 	s16 stone_surface_max_y = generateTerrain();
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| 
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| 	// Recalculate heightmap
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| 	updateHeightmap(node_min, node_max);
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| 
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| 	// Place biome-specific nodes and build biomemap
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| 	MgStoneType mgstone_type;
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| 	content_t biome_stone;
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| 	generateBiomes(&mgstone_type, &biome_stone, water_level - 1);
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| 
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| 	// Cave creation.
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| 	if (flags & MG_CAVES)
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| 		generateCaves(stone_surface_max_y, large_cave_depth);
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| 
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| 	// Dungeon creation
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| 	if ((flags & MG_DUNGEONS) && node_max.Y < 50)
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| 		generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
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| 
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| 	// Generate the registered decorations
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| 	if (flags & MG_DECORATIONS)
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| 		m_emerge->decomgr->placeAllDecos(this, blockseed,
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| 			node_min, node_max, water_level - 1);
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| 
 | |
| 	// Generate the registered ores
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| 	m_emerge->oremgr->placeAllOres(this, blockseed,
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| 		node_min, node_max, water_level - 1);
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| 
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| 	// Sprinkle some dust on top after everything else was generated
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| 	dustTopNodes();
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| 
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| 	//TimeTaker tll("liquid_lighting");
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| 
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| 	updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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| 
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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);
 | |
| 
 | |
| 	//mapgen_profiler->avg("liquid_lighting", tll.stop() / 1000.f);
 | |
| 	//mapgen_profiler->avg("makeChunk", t.stop() / 1000.f);
 | |
| 
 | |
| 	this->generating = false;
 | |
| }
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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;
 | |
| 	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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| 	noise_valley_depth->perlinMap2D(x, z);
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| 	noise_valley_profile->perlinMap2D(x, z);
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| 
 | |
| 	noise_inter_valley_fill->perlinMap3D(x, y, z);
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| 
 | |
| 	//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.
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| 	if (use_altitude_chill)
 | |
| 		heat_offset = 5.f;
 | |
| 
 | |
| 	// River humidity tends to increase the humidity range.
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| 	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 = 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 = river / tn->valley_profile;
 | |
| 		*tn->valley = valley_d * (1.f - 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 * 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 (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 = 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;
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 			vm->m_area.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 + 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 = 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 = ceil((mapgen_limit - 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,
 | |
| 				vm->m_area.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;
 | |
| 					vm->m_area.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);
 | |
| 
 | |
| 			cave.makeCave(vm, node_min, node_max, &ps, true, max_stone_y, heightmap);
 | |
| 		}
 | |
| 	}
 | |
| }
 |