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Cartmic 2024-05-15 07:05:30 +03:00 committed by GitHub
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7 changed files with 555 additions and 43 deletions

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@ -33,30 +33,10 @@ local cb_caverns = { "caverns", fgettext("Caverns"),
fgettext("Very large caverns deep in the underground") }
local flag_checkboxes = {
v5 = {
cb_caverns,
},
v7 = {
cb_caverns,
{ "ridges", fgettext("Rivers"), fgettext("Sea level rivers") },
{ "mountains", fgettext("Mountains") },
{ "floatlands", fgettext("Floatlands (experimental)"),
fgettext("Floating landmasses in the sky") },
},
carpathian = {
cb_caverns,
{ "rivers", fgettext("Rivers"), fgettext("Sea level rivers") },
},
valleys = {
{ "altitude_chill", fgettext("Altitude chill"),
fgettext("Reduces heat with altitude") },
{ "altitude_dry", fgettext("Altitude dry"),
fgettext("Reduces humidity with altitude") },
{ "humid_rivers", fgettext("Humid rivers"),
fgettext("Increases humidity around rivers") },
{ "vary_river_depth", fgettext("Vary river depth"),
fgettext("Low humidity and high heat causes shallow or dry rivers") },
},
flat = {
cb_caverns,
{ "hills", fgettext("Hills") },
@ -66,14 +46,35 @@ local flag_checkboxes = {
{ "terrain", fgettext("Additional terrain"),
fgettext("Generate non-fractal terrain: Oceans and underground") },
},
trailgen = {
cb_caverns,
},
v5 = {
cb_caverns,
},
v6 = {
{ "trees", fgettext("Trees and jungle grass") },
{ "flat", fgettext("Flat terrain") },
{ "mudflow", fgettext("Mud flow"), fgettext("Terrain surface erosion") },
{ "temples", fgettext("Desert temples"),
fgettext("Different dungeon variant generated in desert biomes (only if dungeons enabled)") },
-- Biome settings are in mgv6_biomes below
},
v7 = {
cb_caverns,
{ "ridges", fgettext("Rivers"), fgettext("Sea level rivers") },
{ "mountains", fgettext("Mountains") },
{ "floatlands", fgettext("Floatlands (experimental)"),
fgettext("Floating landmasses in the sky") },
},
valleys = {
{ "altitude_chill", fgettext("Altitude chill"),
fgettext("Reduces heat with altitude") },
{ "altitude_dry", fgettext("Altitude dry"),
fgettext("Reduces humidity with altitude") },
{ "humid_rivers", fgettext("Humid rivers"),
fgettext("Increases humidity around rivers") },
{ "vary_river_depth", fgettext("Vary river depth"),
fgettext("Low humidity and high heat causes shallow or dry rivers") },
},
}
local mgv6_biomes = {
@ -281,7 +282,7 @@ local function create_world_formspec(dialogdata)
end
local retval =
"size[12.25,7.4,true]" ..
"size[12.25,7,true]" ..
-- Left side
"container[0,0]"..
@ -323,10 +324,8 @@ local function create_world_formspec(dialogdata)
"container_end[]"..
-- Menu buttons
"container[0,6.9]"..
"button[3.25,0;3,0.5;world_create_confirm;" .. fgettext("Create") .. "]" ..
"button[6.25,0;3,0.5;world_create_cancel;" .. fgettext("Cancel") .. "]" ..
"container_end[]"
"button[3.25,6.5;3,0.5;world_create_confirm;" .. fgettext("Create") .. "]" ..
"button[6.25,6.5;3,0.5;world_create_cancel;" .. fgettext("Cancel") .. "]"
return retval
@ -389,13 +388,14 @@ local function create_world_buttonhandler(this, fields)
fixed_map_seed = this.data.seed,
mg_name = this.data.mg,
mg_flags = table_to_flags(this.data.flags.main),
mgcarpathian_spflags = table_to_flags(this.data.flags.carpathian),
mgflat_spflags = table_to_flags(this.data.flags.flat),
mgfractal_spflags = table_to_flags(this.data.flags.fractal),
mgtrailgen_spflags = table_to_flags(this.data.flags.trailgen),
mgv5_spflags = table_to_flags(this.data.flags.v5),
mgv6_spflags = table_to_flags(this.data.flags.v6),
mgv7_spflags = table_to_flags(this.data.flags.v7),
mgfractal_spflags = table_to_flags(this.data.flags.fractal),
mgcarpathian_spflags = table_to_flags(this.data.flags.carpathian),
mgvalleys_spflags = table_to_flags(this.data.flags.valleys),
mgflat_spflags = table_to_flags(this.data.flags.flat),
}
message = core.create_world(worldname, game.id, settings)
end
@ -472,13 +472,14 @@ function create_create_world_dlg()
mg = core.settings:get("mg_name"),
flags = {
main = core.settings:get_flags("mg_flags"),
carpathian = core.settings:get_flags("mgcarpathian_spflags"),
flat = core.settings:get_flags("mgflat_spflags"),
fractal = core.settings:get_flags("mgfractal_spflags"),
trailgen = core.settings:get_flags("mgtrailgen_spflags"),
v5 = core.settings:get_flags("mgv5_spflags"),
v6 = core.settings:get_flags("mgv6_spflags"),
v7 = core.settings:get_flags("mgv7_spflags"),
fractal = core.settings:get_flags("mgfractal_spflags"),
carpathian = core.settings:get_flags("mgcarpathian_spflags"),
valleys = core.settings:get_flags("mgvalleys_spflags"),
flat = core.settings:get_flags("mgflat_spflags"),
}
}

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@ -992,7 +992,7 @@ fixed_map_seed (Fixed map seed) string
# Creating a world in the main menu will override this.
# Current mapgens in a highly unstable state:
# - The optional floatlands of v7 (disabled by default).
mg_name (Mapgen name) enum v7 v7,valleys,carpathian,v5,flat,fractal,singlenode,v6
mg_name (Mapgen name) enum v7 v7,valleys,carpathian,trailgen,v5,flat,fractal,singlenode,v6
# Water surface level of the world.
water_level (Water level) int 1 -31000 31000
@ -1100,8 +1100,7 @@ mgv5_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2
# The 'snowbiomes' flag enables the new 5 biome system.
# When the 'snowbiomes' flag is enabled jungles are automatically enabled and
# the 'jungles' flag is ignored.
# The 'temples' flag disables generation of desert temples. Normal dungeons will appear instead.
mgv6_spflags (Mapgen V6 specific flags) flags jungles,biomeblend,mudflow,snowbiomes,noflat,trees,temples jungles,biomeblend,mudflow,snowbiomes,flat,trees,temples,nojungles,nobiomeblend,nomudflow,nosnowbiomes,noflat,notrees,notemples
mgv6_spflags (Mapgen V6 specific flags) flags jungles,biomeblend,mudflow,snowbiomes,noflat,trees jungles,biomeblend,mudflow,snowbiomes,flat,trees,nojungles,nobiomeblend,nomudflow,nosnowbiomes,noflat,notrees
# Deserts occur when np_biome exceeds this value.
# When the 'snowbiomes' flag is enabled, this is ignored.
@ -1128,7 +1127,7 @@ mgv6_np_terrain_higher (Terrain higher noise) noise_params_2d 20, 16, (500, 500,
mgv6_np_steepness (Steepness noise) noise_params_2d 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2.0, eased
# Defines distribution of higher terrain.
mgv6_np_height_select (Height select noise) noise_params_2d 0.5, 1, (250, 250, 250), 4213, 5, 0.69, 2.0, eased
mgv6_np_height_select (Height select noise) noise_params_2d 0, 1, (250, 250, 250), 4213, 5, 0.69, 2.0, eased
# Varies depth of biome surface nodes.
mgv6_np_mud (Mud noise) noise_params_2d 4, 2, (200, 200, 200), 91013, 3, 0.55, 2.0, eased
@ -1610,6 +1609,66 @@ mgfractal_np_cave2 (Cave2 noise) noise_params_3d 0, 12, (67, 67, 67), 10325, 3,
# 3D noise that determines number of dungeons per mapchunk.
mgfractal_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
[*Mapgen Trailgen]
# Map generation attributes specific to Mapgen trailgen.
mgtrailgen_spflags (Mapgen Trailgen specific flags) flags caverns caverns,nocaverns
# Y of upper limit of large caves.
mgtrailgen_large_cave_depth (Large cave depth) int -33
# Minimum limit of random number of small caves per mapchunk.
mgtrailgen_small_cave_num_min (Small cave minimum number) int 0 0 256
# Maximum limit of random number of small caves per mapchunk.
mgtrailgen_small_cave_num_max (Small cave maximum number) int 0 0 256
# Minimum limit of random number of large caves per mapchunk.
mgtrailgen_large_cave_num_min (Large cave minimum number) int 0 0 64
# Maximum limit of random number of large caves per mapchunk.
mgtrailgen_large_cave_num_max (Large cave maximum number) int 2 0 64
# Proportion of large caves that contain liquid.
mgtrailgen_large_cave_flooded (Large cave proportion flooded) float 0.5 0.0 1.0
# Controls width of tunnels, a smaller value creates wider tunnels.
# Value >= 10.0 completely disables generation of tunnels and avoids the
# intensive noise calculations.
mgtrailgen_cave_width (Cave width) float 0.09
# Y-level of cavern upper limit.
mgtrailgen_cavern_limit (Cavern limit) int -256
# Y-distance over which caverns expand to full size.
mgtrailgen_cavern_taper (Cavern taper) int 256
# Defines full size of caverns, smaller values create larger caverns.
mgtrailgen_cavern_threshold (Cavern threshold) float 0.7
# Lower Y limit of dungeons.
mgtrailgen_dungeon_ymin (Dungeon minimum Y) int -31000
# Upper Y limit of dungeons.
mgtrailgen_dungeon_ymax (Dungeon maximum Y) int 31000
[**Noises]
# Y-level of lower terrain and seabed.
mgtrailgen_np_terrain_base (Terrain base noise) noise_params_2d -4, 20, (250, 250, 250), 82341, 5, 0.6, 2.0, eased
# Y-level of higher terrain that creates cliffs.
mgtrailgen_np_terrain_higher (Terrain higher noise) noise_params_2d 20, 16, (500, 500, 500), 85039, 5, 0.6, 2.0, eased
# Varies steepness of cliffs.
mgtrailgen_np_steepness (Steepness noise) noise_params_2d 0.85, 0.5, (125, 125, 125), -932, 5, 0.7, 2.0, eased
# Defines distribution of higher terrain.
mgtrailgen_np_height_select (Height select noise) noise_params_2d 0, 1, (250, 250, 250), 4213, 5, 0.69, 2.0, eased
# Variation of biome filler depth.
mgtrailgen_np_filler_depth (Filler Depth) noise_params_2d 1, 2, (200, 200, 200), 91013, 3, 0.7, 2.0, eased
[*Mapgen Valleys]
# Map generation attributes specific to Mapgen Valleys.
@ -1704,7 +1763,6 @@ mgvalleys_np_inter_valley_slope (Valley slope) noise_params_2d 0.5, 0.5, (128, 1
# 3D noise that determines number of dungeons per mapchunk.
mgvalleys_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0, 2, 0.8, 2.0
[Advanced]
[*Developer Options]

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@ -6,6 +6,7 @@ set(mapgen_SRCS
${CMAKE_CURRENT_SOURCE_DIR}/mapgen_flat.cpp
${CMAKE_CURRENT_SOURCE_DIR}/mapgen_fractal.cpp
${CMAKE_CURRENT_SOURCE_DIR}/mapgen_singlenode.cpp
${CMAKE_CURRENT_SOURCE_DIR}/mapgen_trailgen.cpp
${CMAKE_CURRENT_SOURCE_DIR}/mapgen_v5.cpp
${CMAKE_CURRENT_SOURCE_DIR}/mapgen_v6.cpp
${CMAKE_CURRENT_SOURCE_DIR}/mapgen_v7.cpp

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@ -44,11 +44,12 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mapgen_carpathian.h"
#include "mapgen_flat.h"
#include "mapgen_fractal.h"
#include "mapgen_singlenode.h"
#include "mapgen_trailgen.h"
#include "mapgen_v5.h"
#include "mapgen_v6.h"
#include "mapgen_v7.h"
#include "mapgen_valleys.h"
#include "mapgen_singlenode.h"
#include "cavegen.h"
#include "dungeongen.h"
@ -93,6 +94,7 @@ static MapgenDesc g_reg_mapgens[] = {
{"v7", true},
{"valleys", true},
{"carpathian", true},
{"trailgen", true},
{"v5", true},
{"flat", true},
{"fractal", true},
@ -175,6 +177,8 @@ Mapgen *Mapgen::createMapgen(MapgenType mgtype, MapgenParams *params,
return new MapgenFractal((MapgenFractalParams *)params, emerge);
case MAPGEN_SINGLENODE:
return new MapgenSinglenode((MapgenSinglenodeParams *)params, emerge);
case MAPGEN_TRAILGEN:
return new MapgenTrailgen((MapgenTrailgenParams *)params, emerge);
case MAPGEN_V5:
return new MapgenV5((MapgenV5Params *)params, emerge);
case MAPGEN_V6:
@ -200,6 +204,8 @@ MapgenParams *Mapgen::createMapgenParams(MapgenType mgtype)
return new MapgenFractalParams;
case MAPGEN_SINGLENODE:
return new MapgenSinglenodeParams;
case MAPGEN_TRAILGEN:
return new MapgenTrailgenParams;
case MAPGEN_V5:
return new MapgenV5Params;
case MAPGEN_V6:

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@ -118,6 +118,7 @@ enum MapgenType {
MAPGEN_V7,
MAPGEN_VALLEYS,
MAPGEN_CARPATHIAN,
MAPGEN_TRAILGEN,
MAPGEN_V5,
MAPGEN_FLAT,
MAPGEN_FRACTAL,
@ -161,9 +162,9 @@ private:
If a feature exposed by a public member pointer is not supported by a
certain mapgen, it must be set to NULL.
Apart from makeChunk, getGroundLevelAtPoint, and getSpawnLevelAtPoint, all
methods can be used by constructing a Mapgen base class and setting the
appropriate public members (e.g. vm, ndef, and so on).
Apart from makeChunk and getSpawnLevelAtPoint, all methods can be used by
constructing a Mapgen base class and setting the appropriate public members
(e.g. vm, ndef, and so on).
*/
class Mapgen {
public:
@ -240,7 +241,6 @@ public:
void spreadLight(const v3s16 &nmin, const v3s16 &nmax);
virtual void makeChunk(BlockMakeData *data) {}
virtual int getGroundLevelAtPoint(v2s16 p) { return 0; }
// getSpawnLevelAtPoint() is a function within each mapgen that returns a
// suitable y co-ordinate for player spawn ('suitable' usually meaning

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@ -0,0 +1,354 @@
/*
Minetest
Copyright (C) 2015-2020 paramat
Copyright (C) 2015-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
Copyright (C) 2021-2022 cartmic, Michael Carter
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
#include "settings.h"
#include "emerge.h"
#include "dungeongen.h"
#include "cavegen.h"
#include "mg_biome.h"
#include "mg_ore.h"
#include "mg_decoration.h"
#include "mapgen_trailgen.h"
FlagDesc flagdesc_mapgen_trailgen[] = {
{"caverns", MGTRAILGEN_CAVERNS},
{NULL, 0}
};
MapgenTrailgen::MapgenTrailgen(MapgenTrailgenParams *params, EmergeParams *emerge)
: MapgenBasic(MAPGEN_TRAILGEN, params, emerge)
{
ystride = csize.X;
spflags = params->spflags;
cave_width = params->cave_width;
small_cave_num_min = params->small_cave_num_min;
small_cave_num_max = params->small_cave_num_max;
large_cave_num_min = params->large_cave_num_min;
large_cave_num_max = params->large_cave_num_max;
large_cave_depth = params->large_cave_depth;
large_cave_flooded = params->large_cave_flooded;
cavern_limit = params->cavern_limit;
cavern_taper = params->cavern_taper;
cavern_threshold = params->cavern_threshold;
dungeon_ymin = params->dungeon_ymin;
dungeon_ymax = params->dungeon_ymax;
// 2D noise
noise_terrain_base = new Noise(&params->np_terrain_base, seed, csize.X, csize.Z);
noise_terrain_higher = new Noise(&params->np_terrain_higher, seed, csize.X, csize.Z);
noise_steepness = new Noise(&params->np_steepness, seed, csize.X, csize.Z);
noise_height_select = new Noise(&params->np_height_select, seed, csize.X, csize.Z);
noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
// 3D noise
MapgenBasic::np_cave1 = params->np_cave1;
MapgenBasic::np_cave2 = params->np_cave2;
MapgenBasic::np_cavern = params->np_cavern;
MapgenBasic::np_dungeons = params->np_dungeons;
}
MapgenTrailgen::~MapgenTrailgen()
{
delete noise_terrain_base;
delete noise_terrain_higher;
delete noise_steepness;
delete noise_height_select;
delete noise_filler_depth;
}
MapgenTrailgenParams::MapgenTrailgenParams() :
np_terrain_base (-4, 20.0, v3f(250.0, 250.0, 250.0), 82341, 5, 0.6, 2.0),
np_terrain_higher (20, 16.0, v3f(500.0, 500.0, 500.0), 85039, 5, 0.6, 2.0),
np_steepness (0.85, 0.5, v3f(125.0, 125.0, 125.0), -932, 5, 0.7, 2.0),
np_height_select (0, 1.0, v3f(250.0, 250.0, 250.0), 4213, 5, 0.69, 2.0),
np_filler_depth (1, 2, v3f(200.0, 200.0, 200.0), 91013, 3, 0.7, 2.0),
np_cavern (0.0, 1.0, v3f(384, 128, 384), 723, 5, 0.63, 2.0),
np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
np_dungeons (0.9, 0.5, v3f(500, 500, 500), 0, 2, 0.8, 2.0)
{
}
void MapgenTrailgenParams::readParams(const Settings *settings)
{
settings->getFlagStrNoEx("mgtrailgen_spflags", spflags, flagdesc_mapgen_trailgen);
settings->getU16NoEx("mgtrailgen_small_cave_num_min", small_cave_num_min);
settings->getU16NoEx("mgtrailgen_small_cave_num_max", small_cave_num_max);
settings->getU16NoEx("mgtrailgen_large_cave_num_min", large_cave_num_min);
settings->getU16NoEx("mgtrailgen_large_cave_num_max", large_cave_num_max);
settings->getS16NoEx("mgtrailgen_large_cave_depth", large_cave_depth);
settings->getFloatNoEx("mgtrailgen_large_cave_flooded", large_cave_flooded);
settings->getFloatNoEx("mgtrailgen_cave_width", cave_width);
settings->getS16NoEx("mgtrailgen_cavern_limit", cavern_limit);
settings->getS16NoEx("mgtrailgen_cavern_taper", cavern_taper);
settings->getFloatNoEx("mgtrailgen_cavern_threshold", cavern_threshold);
settings->getS16NoEx("mgtrailgen_dungeon_ymin", dungeon_ymin);
settings->getS16NoEx("mgtrailgen_dungeon_ymax", dungeon_ymax);
settings->getNoiseParams("mgtrailgen_np_terrain_base", np_terrain_base);
settings->getNoiseParams("mgtrailgen_np_terrain_higher", np_terrain_higher);
settings->getNoiseParams("mgtrailgen_np_steepness", np_steepness);
settings->getNoiseParams("mgtrailgen_np_height_select", np_height_select);
settings->getNoiseParams("mgtrailgen_np_filler_depth", np_filler_depth);
settings->getNoiseParams("mgtrailgen_np_cavern", np_cavern);
settings->getNoiseParams("mgtrailgen_np_cave1", np_cave1);
settings->getNoiseParams("mgtrailgen_np_cave2", np_cave2);
settings->getNoiseParams("mgtrailgen_np_dungeons", np_dungeons);
}
void MapgenTrailgenParams::writeParams(Settings *settings) const
{
settings->setFlagStr("mgtrailgen_spflags", spflags, flagdesc_mapgen_trailgen);
settings->setU16("mgtrailgen_small_cave_num_min", small_cave_num_min);
settings->setU16("mgtrailgen_small_cave_num_max", small_cave_num_max);
settings->setU16("mgtrailgen_large_cave_num_min", large_cave_num_min);
settings->setU16("mgtrailgen_large_cave_num_max", large_cave_num_max);
settings->setS16("mgtrailgen_large_cave_depth", large_cave_depth);
settings->setFloat("mgtrailgen_large_cave_flooded", large_cave_flooded);
settings->setFloat("mgtrailgen_cave_width", cave_width);
settings->setS16("mgtrailgen_cavern_limit", cavern_limit);
settings->setS16("mgtrailgen_cavern_taper", cavern_taper);
settings->setFloat("mgtrailgen_cavern_threshold", cavern_threshold);
settings->setS16("mgtrailgen_dungeon_ymin", dungeon_ymin);
settings->setS16("mgtrailgen_dungeon_ymax", dungeon_ymax);
settings->setNoiseParams("mgtrailgen_np_terrain_base", np_terrain_base);
settings->setNoiseParams("mgtrailgen_np_terrain_higher", np_terrain_higher);
settings->setNoiseParams("mgtrailgen_np_steepness", np_steepness);
settings->setNoiseParams("mgtrailgen_np_height_select", np_height_select);
settings->setNoiseParams("mgtrailgen_np_filler_depth", np_filler_depth);
settings->setNoiseParams("mgtrailgen_np_cavern", np_cavern);
settings->setNoiseParams("mgtrailgen_np_cave1", np_cave1);
settings->setNoiseParams("mgtrailgen_np_cave2", np_cave2);
settings->setNoiseParams("mgtrailgen_np_dungeons", np_dungeons);
}
void MapgenTrailgenParams::setDefaultSettings(Settings *settings)
{
settings->setDefault("mgtrailgen_spflags", flagdesc_mapgen_trailgen,
MGTRAILGEN_CAVERNS);
}
void MapgenTrailgen::makeChunk(BlockMakeData *data)
{
// Pre-conditions
assert(data->vmanip);
assert(data->nodedef);
//TimeTaker t("makeChunk");
this->generating = true;
this->vm = data->vmanip;
this->ndef = data->nodedef;
// Use minimum block coords for old code that assumes a single block
v3s16 blockpos_min = data->blockpos_min;
v3s16 blockpos_max = data->blockpos_max;
// Area of central chunk
node_min = blockpos_min * MAP_BLOCKSIZE;
node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
// Full allocated area
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);
// Make some noise
calculateNoise();
// Generate base terrain
s16 stone_surface_max_y = generateTerrain();
// Create heightmap
updateHeightmap(node_min, node_max);
// Init biome generator, place biome-specific nodes, and build biomemap
if (flags & MG_BIOMES) {
biomegen->calcBiomeNoise(node_min);
generateBiomes();
}
// Generate tunnels, caverns and large randomwalk caves
if (flags & MG_CAVES) {
// Generate tunnels first as caverns confuse them
generateCavesNoiseIntersection(stone_surface_max_y);
// Generate caverns
bool near_cavern = false;
if (spflags & MGTRAILGEN_CAVERNS)
near_cavern = generateCavernsNoise(stone_surface_max_y);
// Generate large randomwalk caves
if (near_cavern)
// Disable large randomwalk caves in this mapchunk by setting
// 'large cave depth' to world base. Avoids excessive liquid in
// large caverns and floating blobs of overgenerated liquid.
generateCavesRandomWalk(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
else
generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
}
// Generate the registered ores
if (flags & MG_ORES)
m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
if (flags & MG_DUNGEONS)
generateDungeons(stone_surface_max_y);
// Generate the registered decorations
if (flags & MG_DECORATIONS)
m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
// Sprinkle some dust on top after everything else was generated
if (flags & MG_BIOMES)
dustTopNodes();
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);
this->generating = false;
//printf("makeChunk: %dms\n", t.stop());
}
float MapgenTrailgen::baseTerrainLevel(float terrain_base, float terrain_higher,
float steepness, float height_select)
{
float base = 1 + terrain_base;
float higher = 1 + terrain_higher;
// Limit higher ground level to at least base
if (higher < base)
higher = base;
// Steepness factor of cliffs
float b = steepness;
b = rangelim(b, 0.0, 1000.0);
b = 5 * b * b * b * b * b * b * b;
b = rangelim(b, 0.5, 1000.0);
// Values 1.5...100 give quite horrible looking slopes
if (b > 1.5 && b < 100.0)
b = (b < 10.0) ? 1.5 : 100.0;
float a_off = -0.20; // Offset to more low
float a = 0.5 + b * (a_off + height_select);
a = rangelim(a, 0.0, 1.0); // Limit
return base * (1.0 - a) + higher * a;
}
float MapgenTrailgen::baseTerrainLevelFromNoise(v2s16 p)
{
float terrain_base = NoisePerlin2D_PO(&noise_terrain_base->np,
p.X, 0.5, p.Y, 0.5, seed);
float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
p.X, 0.5, p.Y, 0.5, seed);
float steepness = NoisePerlin2D_PO(&noise_steepness->np,
p.X, 0.5, p.Y, 0.5, seed);
float height_select = NoisePerlin2D_PO(&noise_height_select->np,
p.X, 0.5, p.Y, 0.5, seed);
return baseTerrainLevel(terrain_base, terrain_higher, steepness, height_select);
}
float MapgenTrailgen::baseTerrainLevelFromMap(u32 index)
{
float terrain_base = noise_terrain_base->result[index];
float terrain_higher = noise_terrain_higher->result[index];
float steepness = noise_steepness->result[index];
float height_select = noise_height_select->result[index];
return baseTerrainLevel(terrain_base, terrain_higher, steepness, height_select);
}
int MapgenTrailgen::getSpawnLevelAtPoint(v2s16 p)
{
// y + 2 because y is surface level and due to biome 'dust'
s16 level_at_point = baseTerrainLevelFromNoise(p) + 2;
if (level_at_point <= water_level || level_at_point > water_level + 16)
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
return level_at_point;
}
s16 MapgenTrailgen::generateTerrain()
{
MapNode n_air(CONTENT_AIR);
MapNode n_stone(c_stone);
MapNode n_water(c_water_source);
s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
u32 index = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
s16 surface_y = (s16)baseTerrainLevelFromMap(index);
if (surface_y > stone_surface_max_y)
stone_surface_max_y = surface_y;
const v3s16 &em = vm->m_area.getExtent();
u32 vi = 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[vi].getContent() == CONTENT_IGNORE) {
if (y <= surface_y) {
vm->m_data[vi] = n_stone;
} else if (y <= water_level) {
vm->m_data[vi] = n_water;
} else {
vm->m_data[vi] = n_air;
}
}
VoxelArea::add_y(em, vi, 1);
}
}
return stone_surface_max_y;
}
void MapgenTrailgen::calculateNoise()
{
s16 x = node_min.X;
s16 z = node_min.Z;
noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
}

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/*
Minetest
Copyright (C) 2015-2020 paramat
Copyright (C) 2015-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
Copyright (C) 2021-2022 cartmic, Michael Carter
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.
*/
#pragma once
#include "mapgen.h"
#define MGTRAILGEN_CAVERNS 0x01
class BiomeManager;
extern FlagDesc flagdesc_mapgen_trailgen[];
struct MapgenTrailgenParams : public MapgenParams
{
float cave_width = 0.09f;
u16 small_cave_num_min = 0;
u16 small_cave_num_max = 0;
u16 large_cave_num_min = 0;
u16 large_cave_num_max = 2;
s16 large_cave_depth = -33;
float large_cave_flooded = 0.5f;
s16 cavern_limit = -256;
s16 cavern_taper = 256;
float cavern_threshold = 0.7f;
s16 dungeon_ymin = -31000;
s16 dungeon_ymax = 31000;
NoiseParams np_terrain_base;
NoiseParams np_terrain_higher;
NoiseParams np_steepness;
NoiseParams np_height_select;
NoiseParams np_filler_depth;
NoiseParams np_cavern;
NoiseParams np_cave1;
NoiseParams np_cave2;
NoiseParams np_dungeons;
MapgenTrailgenParams();
~MapgenTrailgenParams() = default;
void readParams(const Settings *settings);
void writeParams(Settings *settings) const;
void setDefaultSettings(Settings *settings);
};
class MapgenTrailgen : public MapgenBasic
{
public:
MapgenTrailgen(MapgenTrailgenParams *params, EmergeParams *emerge);
virtual ~MapgenTrailgen() override;
virtual MapgenType getType() const override { return MAPGEN_TRAILGEN; }
virtual void makeChunk(BlockMakeData *data) override;
float baseTerrainLevel(float terrain_base, float terrain_higher,
float steepness, float height_select);
float baseTerrainLevelFromNoise(v2s16 p);
float baseTerrainLevelFromMap(u32 index);
virtual int getSpawnLevelAtPoint(v2s16 p) override;
s16 generateTerrain();
void calculateNoise();
private:
Noise *noise_terrain_base;
Noise *noise_terrain_higher;
Noise *noise_steepness;
Noise *noise_height_select;
};