Mgv5: Remove blobgen. Remove crumble and wetness noises

Add large pseudorandom caves below -256
De-link terrain level from water_level
Cavegen: Mgv5 large cave code
This commit is contained in:
paramat 2015-01-21 13:24:11 +00:00
parent 109f0ffeab
commit 38e6280552
4 changed files with 322 additions and 73 deletions

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@ -20,6 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "util/numeric.h"
#include "map.h"
#include "mapgen.h"
#include "mapgen_v5.h"
#include "mapgen_v6.h"
#include "mapgen_v7.h"
#include "cavegen.h"
@ -279,6 +280,7 @@ void CaveV6::carveRoute(v3f vec, float f, bool randomize_xz) {
///////////////////////////////////////// Caves V7
CaveV7::CaveV7(MapgenV7 *mg, PseudoRandom *ps, bool is_large_cave) {
this->mg = mg;
this->vm = mg->vm;
@ -431,7 +433,7 @@ void CaveV7::makeTunnel(bool dirswitch) {
p = orpi + veci + of + rs / 2;
if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
p.X >= node_min.X && p.X <= node_max.X) {
p.X >= node_min.X && p.X <= node_max.X) {
u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
s16 h = mg->ridge_heightmap[index];
if (h < p.Y)
@ -442,7 +444,7 @@ void CaveV7::makeTunnel(bool dirswitch) {
p = orpi + of + rs / 2;
if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
p.X >= node_min.X && p.X <= node_max.X) {
p.X >= node_min.X && p.X <= node_max.X) {
u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
s16 h = mg->ridge_heightmap[index];
if (h < p.Y)
@ -581,3 +583,259 @@ void CaveV7::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
}
}
}
///////////////////////////////////////// Caves V5
CaveV5::CaveV5(MapgenV5 *mg, PseudoRandom *ps) {
this->mg = mg;
this->vm = mg->vm;
this->ndef = mg->ndef;
this->water_level = mg->water_level;
this->ps = ps;
this->c_water_source = mg->c_water_source;
this->c_lava_source = mg->c_lava_source;
this->c_ice = mg->c_ice;
this->np_caveliquids = &nparams_caveliquids;
dswitchint = ps->range(1, 14);
flooded = ps->range(1, 2) == 2;
part_max_length_rs = ps->range(2, 4);
tunnel_routepoints = ps->range(5, ps->range(15, 30));
min_tunnel_diameter = 5;
max_tunnel_diameter = ps->range(7, ps->range(8, 24));
large_cave_is_flat = (ps->range(0, 1) == 0);
}
void CaveV5::makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height) {
node_min = nmin;
node_max = nmax;
main_direction = v3f(0, 0, 0);
// Allowed route area size in nodes
ar = node_max - node_min + v3s16(1, 1, 1);
// Area starting point in nodes
of = node_min;
// Allow a bit more
//(this should be more than the maximum radius of the tunnel)
s16 insure = 10;
s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
ar += v3s16(1,0,1) * more * 2;
of -= v3s16(1,0,1) * more;
route_y_min = 0;
// Allow half a diameter + 7 over stone surface
route_y_max = -of.Y + max_stone_y + max_tunnel_diameter / 2 + 7;
// Limit maximum to area
route_y_max = rangelim(route_y_max, 0, ar.Y - 1);
s16 min = 0;
if (node_min.Y < water_level && node_max.Y > water_level) {
min = water_level - max_tunnel_diameter/3 - of.Y;
route_y_max = water_level + max_tunnel_diameter/3 - of.Y;
}
route_y_min = ps->range(min, min + max_tunnel_diameter);
route_y_min = rangelim(route_y_min, 0, route_y_max);
s16 route_start_y_min = route_y_min;
s16 route_start_y_max = route_y_max;
route_start_y_min = rangelim(route_start_y_min, 0, ar.Y - 1);
route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
// Randomize starting position
orp = v3f(
(float)(ps->next() % ar.X) + 0.5,
(float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5,
(float)(ps->next() % ar.Z) + 0.5
);
// Add generation notify begin event
v3s16 abs_pos(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
GenNotifyType notifytype = GENNOTIFY_LARGECAVE_BEGIN;
mg->gennotify.addEvent(notifytype, abs_pos);
// Generate some tunnel starting from orp
for (u16 j = 0; j < tunnel_routepoints; j++)
makeTunnel(j % dswitchint == 0);
// Add generation notify end event
abs_pos = v3s16(of.X + orp.X, of.Y + orp.Y, of.Z + orp.Z);
notifytype = GENNOTIFY_LARGECAVE_END;
mg->gennotify.addEvent(notifytype, abs_pos);
}
void CaveV5::makeTunnel(bool dirswitch) {
// Randomize size
s16 min_d = min_tunnel_diameter;
s16 max_d = max_tunnel_diameter;
rs = ps->range(min_d, max_d);
v3s16 maxlen;
maxlen = v3s16(
rs * part_max_length_rs,
rs * part_max_length_rs / 2,
rs * part_max_length_rs
);
v3f vec;
// Jump downward sometimes
vec = v3f(
(float)(ps->next() % (maxlen.X * 1)) - (float)maxlen.X / 2,
(float)(ps->next() % (maxlen.Y * 1)) - (float)maxlen.Y / 2,
(float)(ps->next() % (maxlen.Z * 1)) - (float)maxlen.Z / 2
);
// Do not make large caves that are above ground.
// It is only necessary to check the startpoint and endpoint.
v3s16 orpi(orp.X, orp.Y, orp.Z);
v3s16 veci(vec.X, vec.Y, vec.Z);
v3s16 p;
p = orpi + veci + of + rs / 2;
if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
p.X >= node_min.X && p.X <= node_max.X) {
u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
s16 h = mg->heightmap[index];
if (h < p.Y)
return;
} else if (p.Y > water_level) {
return; // If it's not in our heightmap, use a simple heuristic
}
p = orpi + of + rs / 2;
if (p.Z >= node_min.Z && p.Z <= node_max.Z &&
p.X >= node_min.X && p.X <= node_max.X) {
u32 index = (p.Z - node_min.Z) * mg->ystride + (p.X - node_min.X);
s16 h = mg->heightmap[index];
if (h < p.Y)
return;
} else if (p.Y > water_level) {
return;
}
vec += main_direction;
v3f rp = orp + vec;
if (rp.X < 0)
rp.X = 0;
else if (rp.X >= ar.X)
rp.X = ar.X - 1;
if (rp.Y < route_y_min)
rp.Y = route_y_min;
else if (rp.Y >= route_y_max)
rp.Y = route_y_max - 1;
if (rp.Z < 0)
rp.Z = 0;
else if (rp.Z >= ar.Z)
rp.Z = ar.Z - 1;
vec = rp - orp;
float veclen = vec.getLength();
if (veclen < 0.05)
veclen = 1.0;
// Every second section is rough
bool randomize_xz = (ps->range(1, 2) == 1);
// Make a ravine every once in a while if it's long enough
//float xylen = vec.X * vec.X + vec.Z * vec.Z;
//disable ravines for now
bool is_ravine = false; //(xylen > 500.0) && !large_cave && (ps->range(1, 8) == 1);
// Carve routes
for (float f = 0; f < 1.0; f += 1.0 / veclen)
carveRoute(vec, f, randomize_xz, is_ravine);
orp = rp;
}
void CaveV5::carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine) {
MapNode airnode(CONTENT_AIR);
MapNode waternode(c_water_source);
MapNode lavanode(c_lava_source);
v3s16 startp(orp.X, orp.Y, orp.Z);
startp += of;
float nval = NoisePerlin3D(np_caveliquids, startp.X,
startp.Y, startp.Z, mg->seed);
MapNode liquidnode = nval < 0.40 ? lavanode : waternode;
v3f fp = orp + vec * f;
fp.X += 0.1 * ps->range(-10, 10);
fp.Z += 0.1 * ps->range(-10, 10);
v3s16 cp(fp.X, fp.Y, fp.Z);
s16 d0 = -rs/2;
s16 d1 = d0 + rs;
if (randomize_xz) {
d0 += ps->range(-1, 1);
d1 += ps->range(-1, 1);
}
bool should_make_cave_hole = ps->range(1, 10) == 1;
for (s16 z0 = d0; z0 <= d1; z0++) {
s16 si = rs / 2 - MYMAX(0, abs(z0) - rs / 7 - 1);
for (s16 x0 = -si - ps->range(0,1); x0 <= si - 1 + ps->range(0,1); x0++) {
s16 maxabsxz = MYMAX(abs(x0), abs(z0));
s16 si2 = is_ravine ? MYMIN(ps->range(25, 26), ar.Y) :
rs / 2 - MYMAX(0, maxabsxz - rs / 7 - 1);
for (s16 y0 = -si2; y0 <= si2; y0++) {
if (large_cave_is_flat) {
// Make large caves not so tall
if (rs > 7 && abs(y0) >= rs / 3)
continue;
}
v3s16 p(cp.X + x0, cp.Y + y0, cp.Z + z0);
p += of;
if (!is_ravine && mg->heightmap && should_make_cave_hole &&
p.X <= node_max.X && p.Z <= node_max.Z) {
int maplen = node_max.X - node_min.X + 1;
int idx = (p.Z - node_min.Z) * maplen + (p.X - node_min.X);
if (p.Y >= mg->heightmap[idx] - 2)
continue;
}
if (vm->m_area.contains(p) == false)
continue;
u32 i = vm->m_area.index(p);
// Don't replace air, water, lava, or ice
content_t c = vm->m_data[i].getContent();
if (!ndef->get(c).is_ground_content || c == CONTENT_AIR ||
c == c_water_source || c == c_lava_source || c == c_ice)
continue;
int full_ymin = node_min.Y - MAP_BLOCKSIZE;
int full_ymax = node_max.Y + MAP_BLOCKSIZE;
if (flooded && full_ymin < water_level && full_ymax > water_level)
vm->m_data[i] = (p.Y <= water_level) ? waternode : airnode;
else if (flooded && full_ymax < water_level)
vm->m_data[i] = (p.Y < startp.Y - 4) ? liquidnode : airnode;
else
vm->m_data[i] = airnode;
}
}
}
}

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@ -22,9 +22,55 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define VMANIP_FLAG_CAVE VOXELFLAG_CHECKED1
class MapgenV5;
class MapgenV6;
class MapgenV7;
class CaveV5 {
public:
MapgenV5 *mg;
MMVManip *vm;
INodeDefManager *ndef;
NoiseParams *np_caveliquids;
s16 min_tunnel_diameter;
s16 max_tunnel_diameter;
u16 tunnel_routepoints;
int dswitchint;
int part_max_length_rs;
bool large_cave_is_flat;
bool flooded;
s16 max_stone_y;
v3s16 node_min;
v3s16 node_max;
v3f orp; // starting point, relative to caved space
v3s16 of; // absolute coordinates of caved space
v3s16 ar; // allowed route area
s16 rs; // tunnel radius size
v3f main_direction;
s16 route_y_min;
s16 route_y_max;
PseudoRandom *ps;
content_t c_water_source;
content_t c_lava_source;
content_t c_ice;
int water_level;
CaveV5() {}
CaveV5(MapgenV5 *mg, PseudoRandom *ps);
void makeCave(v3s16 nmin, v3s16 nmax, int max_stone_height);
void makeTunnel(bool dirswitch);
void carveRoute(v3f vec, float f, bool randomize_xz, bool is_ravine);
};
class CaveV6 {
public:
MapgenV6 *mg;

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@ -42,7 +42,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
FlagDesc flagdesc_mapgen_v5[] = {
{"blobs", MGV5_BLOBS},
{NULL, 0}
};
@ -73,8 +72,6 @@ MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
noise_ground = new Noise(&sp->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
noise_crumble = new Noise(&sp->np_crumble, seed, csize.X, csize.Y + 2, csize.Z);
noise_wetness = new Noise(&sp->np_wetness, seed, csize.X, csize.Y + 2, csize.Z);
// Biome noise
noise_heat = new Noise(&params->np_biome_heat, seed, csize.X, csize.Z);
@ -117,8 +114,6 @@ MapgenV5::~MapgenV5()
delete noise_cave1;
delete noise_cave2;
delete noise_ground;
delete noise_crumble;
delete noise_wetness;
delete noise_heat;
delete noise_humidity;
@ -130,7 +125,7 @@ MapgenV5::~MapgenV5()
MapgenV5Params::MapgenV5Params()
{
spflags = MGV5_BLOBS;
spflags = 0;
np_filler_depth = NoiseParams(0, 1, v3f(150, 150, 150), 261, 4, 0.7, 2.0);
np_factor = NoiseParams(0, 1, v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
@ -138,18 +133,11 @@ MapgenV5Params::MapgenV5Params()
np_cave1 = NoiseParams(0, 12, v3f(50, 50, 50), 52534, 4, 0.5, 2.0);
np_cave2 = NoiseParams(0, 12, v3f(50, 50, 50), 10325, 4, 0.5, 2.0);
np_ground = NoiseParams(0, 40, v3f(80, 80, 80), 983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
np_crumble = NoiseParams(0, 1, v3f(20, 20, 20), 34413, 3, 1.3, 2.0, NOISE_FLAG_EASED);
np_wetness = NoiseParams(0, 1, v3f(40, 40, 40), 32474, 4, 1.1, 2.0);
}
// Scaling the output of the noise function affects the overdrive of the
// contour function, which affects the shape of the output considerably.
// Two original MT 0.3 parameters for non-eased noise:
//#define CAVE_NOISE_SCALE 12.0
//#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE)
//#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) = 0.125
void MapgenV5Params::readParams(Settings *settings)
@ -162,8 +150,6 @@ void MapgenV5Params::readParams(Settings *settings)
settings->getNoiseParams("mgv5_np_cave1", np_cave1);
settings->getNoiseParams("mgv5_np_cave2", np_cave2);
settings->getNoiseParams("mgv5_np_ground", np_ground);
settings->getNoiseParams("mgv5_np_crumble", np_crumble);
settings->getNoiseParams("mgv5_np_wetness", np_wetness);
}
@ -177,8 +163,6 @@ void MapgenV5Params::writeParams(Settings *settings)
settings->setNoiseParams("mgv5_np_cave1", np_cave1);
settings->setNoiseParams("mgv5_np_cave2", np_cave2);
settings->setNoiseParams("mgv5_np_ground", np_ground);
settings->setNoiseParams("mgv5_np_crumble", np_crumble);
settings->setNoiseParams("mgv5_np_wetness", np_wetness);
}
@ -195,9 +179,6 @@ int MapgenV5::getGroundLevelAtPoint(v2s16 p)
s16 search_top = water_level + 15;
s16 search_base = water_level;
// Use these 2 lines instead for a slower search returning highest ground level:
//s16 search_top = h + f * noise_ground->np->octaves * noise_ground->np->scale;
//s16 search_base = h - f * noise_ground->np->octaves * noise_ground->np->scale;
s16 level = -31000;
for (s16 y = search_top; y >= search_base; y--) {
@ -258,7 +239,7 @@ void MapgenV5::makeChunk(BlockMakeData *data)
// Generate caves
if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y))
generateCaves();
generateCaves(stone_surface_max_y);
// Generate dungeons and desert temples
if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
@ -269,11 +250,6 @@ void MapgenV5::makeChunk(BlockMakeData *data)
// Generate the registered decorations
m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
// Generate underground dirt, sand, gravel and lava blobs
if (spflags & MGV5_BLOBS) {
generateBlobs();
}
// Generate the registered ores
m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
@ -311,11 +287,6 @@ void MapgenV5::calculateNoise()
noise_cave2->perlinMap3D(x, y, z);
}
if (spflags & MGV5_BLOBS) {
noise_crumble->perlinMap3D(x, y, z);
noise_wetness->perlinMap3D(x, y, z);
}
if (node_max.Y >= water_level) {
noise_filler_depth->perlinMap2D(x, z);
noise_heat->perlinMap2D(x, z);
@ -326,8 +297,6 @@ void MapgenV5::calculateNoise()
}
// Two original MT 0.3 functions:
//bool is_cave(u32 index) {
// double d1 = contour(noise_cave1->result[index]);
// double d2 = contour(noise_cave2->result[index]);
@ -363,7 +332,7 @@ int MapgenV5::generateBaseTerrain()
f = 0.01;
else if(f >= 1.0)
f *= 1.6;
float h = water_level + noise_height->result[index2d];
float h = noise_height->result[index2d];
if(noise_ground->result[index] * f < y - h) {
if(y <= water_level)
@ -470,7 +439,7 @@ void MapgenV5::generateBiomes()
}
void MapgenV5::generateCaves()
void MapgenV5::generateCaves(int max_stone_y)
{
u32 index = 0;
u32 index2d = 0;
@ -496,36 +465,15 @@ void MapgenV5::generateCaves()
}
index2d = index2d + ystride;
}
}
if (node_max.Y > -256)
return;
void MapgenV5::generateBlobs()
{
u32 index = 0;
for(s16 z=node_min.Z; z<=node_max.Z; z++) {
for(s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
u32 i = vm->m_area.index(node_min.X, y, z);
for(s16 x=node_min.X; x<=node_max.X; x++, i++, index++) {
content_t c = vm->m_data[i].getContent();
if(c != c_stone)
continue;
if(noise_crumble->result[index] > 1.3) {
if(noise_wetness->result[index] > 0.0)
vm->m_data[i] = MapNode(c_dirt);
else
vm->m_data[i] = MapNode(c_sand);
} else if(noise_crumble->result[index] > 0.7) {
if(noise_wetness->result[index] < -0.6)
vm->m_data[i] = MapNode(c_gravel);
} else if(noise_crumble->result[index] < -3.5 +
MYMIN(0.1 *
sqrt((float)MYMAX(0, -y)), 1.5)) {
vm->m_data[i] = MapNode(c_lava_source);
}
}
}
PseudoRandom ps(blockseed + 21343);
u32 bruises_count = (ps.range(1, 5) == 1) ? ps.range(1, 2) : 0;
for (u32 i = 0; i < bruises_count; i++) {
CaveV5 cave(this, &ps);
cave.makeCave(node_min, node_max, max_stone_y);
}
}

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@ -23,7 +23,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mapgen.h"
/////////////////// Mapgen V5 flags
#define MGV5_BLOBS 0x01
//#define MGV5_ 0x01
class BiomeManager;
extern FlagDesc flagdesc_mapgen_v5[];
@ -36,8 +38,6 @@ struct MapgenV5Params : public MapgenSpecificParams {
NoiseParams np_cave1;
NoiseParams np_cave2;
NoiseParams np_ground;
NoiseParams np_crumble;
NoiseParams np_wetness;
MapgenV5Params();
~MapgenV5Params() {}
@ -67,8 +67,6 @@ public:
Noise *noise_cave1;
Noise *noise_cave2;
Noise *noise_ground;
Noise *noise_crumble;
Noise *noise_wetness;
Noise *noise_heat;
Noise *noise_humidity;
@ -96,8 +94,7 @@ public:
void calculateNoise();
int generateBaseTerrain();
void generateBiomes();
void generateCaves();
void generateBlobs();
void generateCaves(int max_stone_y);
void dustTopNodes();
};