minetest/src/mapgen/mapgen_valleys.cpp

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/*
Minetest
Copyright (C) 2016-2018 Duane Robertson <duane@duanerobertson.com>
Copyright (C) 2016-2018 paramat
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Based on Valleys Mapgen by Gael de Sailly
(https://forum.minetest.net/viewtopic.php?f=9&t=11430)
and mapgen_v7, mapgen_flat by kwolekr and paramat.
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Licensing changed by permission of Gael de Sailly.
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "mapgen.h"
#include "voxel.h"
#include "noise.h"
#include "mapblock.h"
#include "mapnode.h"
#include "map.h"
#include "nodedef.h"
#include "voxelalgorithms.h"
//#include "profiler.h" // For TimeTaker
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#include "settings.h" // For g_settings
#include "emerge.h"
#include "dungeongen.h"
#include "mg_biome.h"
#include "mg_ore.h"
#include "mg_decoration.h"
#include "mapgen_valleys.h"
#include "cavegen.h"
#include <cmath>
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static FlagDesc flagdesc_mapgen_valleys[] = {
{"altitude_chill", MGVALLEYS_ALT_CHILL},
{"humid_rivers", MGVALLEYS_HUMID_RIVERS},
{NULL, 0}
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};
////////////////////////////////////////////////////////////////////////////////
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MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params,
EmergeManager *emerge)
: MapgenBasic(mapgenid, params, emerge)
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{
// NOTE: MapgenValleys has a hard dependency on BiomeGenOriginal
m_bgen = (BiomeGenOriginal *)biomegen;
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BiomeParamsOriginal *bp = (BiomeParamsOriginal *)params->bparams;
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spflags = params->spflags;
altitude_chill = params->altitude_chill;
river_depth_bed = params->river_depth + 1.0f;
river_size_factor = params->river_size / 100.0f;
cave_width = params->cave_width;
large_cave_depth = params->large_cave_depth;
lava_depth = params->lava_depth;
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;
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//// 2D Terrain noise
noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
noise_inter_valley_slope = new Noise(&params->np_inter_valley_slope, seed, csize.X, csize.Z);
noise_rivers = new Noise(&params->np_rivers, seed, csize.X, csize.Z);
noise_terrain_height = new Noise(&params->np_terrain_height, seed, csize.X, csize.Z);
noise_valley_depth = new Noise(&params->np_valley_depth, seed, csize.X, csize.Z);
noise_valley_profile = new Noise(&params->np_valley_profile, seed, csize.X, csize.Z);
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//// 3D Terrain noise
// 1-up 1-down overgeneration
noise_inter_valley_fill = new Noise(&params->np_inter_valley_fill,
seed, csize.X, csize.Y + 2, csize.Z);
// 1-down overgeneraion
MapgenBasic::np_cave1 = params->np_cave1;
MapgenBasic::np_cave2 = params->np_cave2;
MapgenBasic::np_cavern = params->np_cavern;
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humid_rivers = (spflags & MGVALLEYS_HUMID_RIVERS);
use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL);
humidity_adjust = bp->np_humidity.offset - 50.0f;
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}
MapgenValleys::~MapgenValleys()
{
delete noise_filler_depth;
delete noise_inter_valley_fill;
delete noise_inter_valley_slope;
delete noise_rivers;
delete noise_terrain_height;
delete noise_valley_depth;
delete noise_valley_profile;
}
MapgenValleysParams::MapgenValleysParams():
np_filler_depth (0.0, 1.2, v3f(256, 256, 256), 1605, 3, 0.5, 2.0),
np_inter_valley_fill (0.0, 1.0, v3f(256, 512, 256), 1993, 6, 0.8, 2.0),
np_inter_valley_slope (0.5, 0.5, v3f(128, 128, 128), 746, 1, 1.0, 2.0),
np_rivers (0.0, 1.0, v3f(256, 256, 256), -6050, 5, 0.6, 2.0),
np_terrain_height (-10.0, 50.0, v3f(1024, 1024, 1024), 5202, 6, 0.4, 2.0),
np_valley_depth (5.0, 4.0, v3f(512, 512, 512), -1914, 1, 1.0, 2.0),
np_valley_profile (0.6, 0.50, v3f(512, 512, 512), 777, 1, 1.0, 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_cavern (0.0, 1.0, v3f(768, 256, 768), 59033, 6, 0.63, 2.0)
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{
}
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void MapgenValleysParams::readParams(const Settings *settings)
{
settings->getFlagStrNoEx("mgvalleys_spflags", spflags, flagdesc_mapgen_valleys);
settings->getU16NoEx("mgvalleys_altitude_chill", altitude_chill);
settings->getS16NoEx("mgvalleys_large_cave_depth", large_cave_depth);
settings->getS16NoEx("mgvalleys_lava_depth", lava_depth);
settings->getU16NoEx("mgvalleys_river_depth", river_depth);
settings->getU16NoEx("mgvalleys_river_size", river_size);
settings->getFloatNoEx("mgvalleys_cave_width", cave_width);
settings->getS16NoEx("mgvalleys_cavern_limit", cavern_limit);
settings->getS16NoEx("mgvalleys_cavern_taper", cavern_taper);
settings->getFloatNoEx("mgvalleys_cavern_threshold", cavern_threshold);
settings->getS16NoEx("mgvalleys_dungeon_ymin", dungeon_ymin);
settings->getS16NoEx("mgvalleys_dungeon_ymax", dungeon_ymax);
settings->getNoiseParams("mgvalleys_np_filler_depth", np_filler_depth);
settings->getNoiseParams("mgvalleys_np_inter_valley_fill", np_inter_valley_fill);
settings->getNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope);
settings->getNoiseParams("mgvalleys_np_rivers", np_rivers);
settings->getNoiseParams("mgvalleys_np_terrain_height", np_terrain_height);
settings->getNoiseParams("mgvalleys_np_valley_depth", np_valley_depth);
settings->getNoiseParams("mgvalleys_np_valley_profile", np_valley_profile);
settings->getNoiseParams("mgvalleys_np_cave1", np_cave1);
settings->getNoiseParams("mgvalleys_np_cave2", np_cave2);
settings->getNoiseParams("mgvalleys_np_cavern", np_cavern);
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}
void MapgenValleysParams::writeParams(Settings *settings) const
{
settings->setFlagStr("mgvalleys_spflags", spflags, flagdesc_mapgen_valleys, U32_MAX);
settings->setU16("mgvalleys_altitude_chill", altitude_chill);
settings->setS16("mgvalleys_large_cave_depth", large_cave_depth);
settings->setS16("mgvalleys_lava_depth", lava_depth);
settings->setU16("mgvalleys_river_depth", river_depth);
settings->setU16("mgvalleys_river_size", river_size);
settings->setFloat("mgvalleys_cave_width", cave_width);
settings->setS16("mgvalleys_cavern_limit", cavern_limit);
settings->setS16("mgvalleys_cavern_taper", cavern_taper);
settings->setFloat("mgvalleys_cavern_threshold", cavern_threshold);
settings->setS16("mgvalleys_dungeon_ymin", dungeon_ymin);
settings->setS16("mgvalleys_dungeon_ymax", dungeon_ymax);
settings->setNoiseParams("mgvalleys_np_filler_depth", np_filler_depth);
settings->setNoiseParams("mgvalleys_np_inter_valley_fill", np_inter_valley_fill);
settings->setNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope);
settings->setNoiseParams("mgvalleys_np_rivers", np_rivers);
settings->setNoiseParams("mgvalleys_np_terrain_height", np_terrain_height);
settings->setNoiseParams("mgvalleys_np_valley_depth", np_valley_depth);
settings->setNoiseParams("mgvalleys_np_valley_profile", np_valley_profile);
settings->setNoiseParams("mgvalleys_np_cave1", np_cave1);
settings->setNoiseParams("mgvalleys_np_cave2", np_cave2);
settings->setNoiseParams("mgvalleys_np_cavern", np_cavern);
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}
////////////////////////////////////////////////////////////////////////////////
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void MapgenValleys::makeChunk(BlockMakeData *data)
{
// Pre-conditions
assert(data->vmanip);
assert(data->nodedef);
assert(data->blockpos_requested.X >= data->blockpos_min.X &&
data->blockpos_requested.Y >= data->blockpos_min.Y &&
data->blockpos_requested.Z >= data->blockpos_min.Z);
assert(data->blockpos_requested.X <= data->blockpos_max.X &&
data->blockpos_requested.Y <= data->blockpos_max.Y &&
data->blockpos_requested.Z <= data->blockpos_max.Z);
//TimeTaker t("makeChunk");
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this->generating = true;
this->vm = data->vmanip;
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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 biome noises. Note this must be executed strictly before
// generateTerrain, because generateTerrain depends on intermediate
// biome-related noises.
m_bgen->calcBiomeNoise(node_min);
// Generate noise maps and base terrain height.
// Modify heat and humidity maps.
calculateNoise();
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// Generate base terrain with initial heightmaps
s16 stone_surface_max_y = generateTerrain();
// Recalculate heightmap
updateHeightmap(node_min, node_max);
// Place biome-specific nodes and build biomemap
if (flags & MG_BIOMES)
generateBiomes();
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// 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 = 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);
}
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// Dungeon creation
if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
full_node_max.Y <= dungeon_ymax)
generateDungeons(stone_surface_max_y);
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// Generate the registered decorations
if (flags & MG_DECORATIONS)
m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
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// Generate the registered ores
m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
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// Sprinkle some dust on top after everything else was generated
if (flags & MG_BIOMES)
dustTopNodes();
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updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
if (flags & MG_LIGHT)
calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
full_node_min, full_node_max);
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this->generating = false;
//printf("makeChunk: %lums\n", t.stop());
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}
void MapgenValleys::calculateNoise()
{
int x = node_min.X;
int y = node_min.Y - 1;
int z = node_min.Z;
noise_inter_valley_slope->perlinMap2D(x, z);
noise_rivers->perlinMap2D(x, z);
noise_terrain_height->perlinMap2D(x, z);
noise_valley_depth->perlinMap2D(x, z);
noise_valley_profile->perlinMap2D(x, z);
noise_inter_valley_fill->perlinMap3D(x, y, z);
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float heat_offset = 0.0f;
float humidity_scale = 1.0f;
// Altitude chill tends to reduce the average heat.
if (use_altitude_chill)
heat_offset = 5.0f;
// River humidity tends to increase the humidity range.
if (humid_rivers)
humidity_scale = 0.8f;
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for (s32 index = 0; index < csize.X * csize.Z; index++) {
m_bgen->heatmap[index] += heat_offset;
m_bgen->humidmap[index] *= humidity_scale;
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}
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 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];
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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;
}
}
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);
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// 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.
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float base = tn->terrain_height + valley_d;
// "river" represents the distance from the river
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.
// "valley" represents the height of the terrain, from the rivers.
float tv = std::fmax(river / tn->valley_profile, 0.0f);
*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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float mount = base + *tn->valley;
*tn->slope *= *tn->valley;
// Base ground is returned as rivers since it's basically the water table.
*tn->rivers = base;
// Rivers are placed where "river" is negative, so where the original noise
// value is close to zero.
if (river < 0.0f) {
// Use the the function -sqrt(1-x^2) which models a circle
float tr = river / river_size_factor + 1.0f;
float depth = (river_depth_bed *
std::sqrt(std::fmax(0.0f, 1.0f - MYSQUARE(tr))));
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// 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 =
std::fmin(std::fmax(base - depth, (float)(water_level - 3)), mount);
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// Slope has no influence on rivers
*tn->slope = 0.0f;
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}
return mount;
}
// This avoids duplicating the code in terrainLevelFromNoise, adding only the
// final step of terrain generation without a noise map.
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float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn)
{
float mount = terrainLevelFromNoise(tn);
s16 y_start = myround(mount);
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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 = std::fmax((float)(y - 1), mount);
break;
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}
}
return mount;
}
int MapgenValleys::getSpawnLevelAtPoint(v2s16 p)
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{
// 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 + 16)
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
return level_at_point;
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}
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);
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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 = 0.0f;
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return adjustedTerrainLevelFromNoise(&tn);
}
int MapgenValleys::generateTerrain()
{
// 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;
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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();
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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];
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float slope = noise_inter_valley_slope->result[index_2d];
float t_heat = m_bgen->heatmap[index_2d];
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heightmap[index_2d] = -MAX_MAP_GENERATION_LIMIT;
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if (surface_y > surface_max_y)
surface_max_y = std::ceil(surface_y);
if (humid_rivers) {
// Derive heat from (base) altitude. This will be most correct
// at rivers, since other surface heights may vary below.
if (use_altitude_chill && (surface_y > 0.0f || 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] - 50.0f;
if (delta < 0.0f) {
float t_evap = (t_heat - 32.0f) / evaporation;
river_y += delta * std::fmax(t_evap, 0.08f);
}
}
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u32 index_3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
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u32 index_data = vm->m_area.index(x, node_min.Y - 1, z);
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 < river_y - 1;
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if (slope * fill > surface_delta) {
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;
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} else if (y <= water_level) {
vm->m_data[index_data] = n_water; // Water
} else if (river) {
vm->m_data[index_data] = n_river_water; // River water
} else {
vm->m_data[index_data] = n_air; // Air
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}
}
VoxelArea::add_y(em, index_data, 1);
index_3d += ystride;
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}
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 = 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 *= 1.0f + std::pow(0.5f, std::fmax(water_depth, 1.0f));
// 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;
}
// 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 = 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
m_bgen->heatmap[index_2d] = t_heat;
else if (t_alt > 0.0f)
m_bgen->heatmap[index_2d] -=
alt_to_heat * t_alt / altitude_chill;
}
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}
return surface_max_y;
}