Commit Graph

128 Commits

Author SHA1 Message Date
paramat a4048e4e2e Mgv7: Raise spawn point by 1 node for no mountain case 2017-08-09 11:06:33 +01:00
paramat b20d01a3f1 Dungeons: Use biome 'node_stone' if normal stone types not detected
Construct dungeons from the node defined as biome 'node_stone' if
'mapgen_stone', 'mapgen_desert_stone' and 'mapgen_sandstone' are not
detected.
Feature long-intended by kwolekr/hmmmm and present in code as a TODO.
2017-07-30 18:40:55 +01:00
Loïc Blot 9a17b65f26 VoxelManip cleanups (const ref, const move) + function removal (#6169)
* VoxelManip cleanups (const ref, const move) permitting to improve a little bit performance

* VoxelArea: precalculate extent (performance enhancement)

This permits to reduce extend high cost to zero and drop many v3s16 object creation/removal to calculate extent
It rebalance the client thread update to updateFastFaceRow instead of MapBlockMesh generation
This will also benefits to mapgen
2017-07-26 07:35:09 +02:00
paramat f61928d3fc Mgv7: Add 'mount_zero_level' parameter
Allows setting of the mountain 'zero level' (y where density gradient is zero).

It is easy to vertically shift smooth terrain by editing noise parameter 'offset',
but vertically shifting mountain terrain was complex and imprecise, involving
making a calculation based on an average of the mountain height parameter.
2017-07-26 02:41:30 +01:00
paramat dc9e4517a8 Mgv7: Add option to repeat surface biomes in floatlands 2017-07-22 00:56:55 +01:00
paramat 8299e4b67e Biomes/decorations/ores: Make relative to 'water_level' setting
Add 'biome_zero_level' argument to 'generateBiomes()', 'deco_zero_level'
argument to 'placeAllDecos()' and 'ore_zero_level' to 'placeAllOres()'
to allow mapgens to vertically shift the registered biomes, decorations
and ores per-mapchunk.
Will also allow many realm possibilities in future mapgens.
2017-07-11 01:14:24 +01:00
Paramat 2e53801fc0 Mapgen: Remove unnecessary 'this->' from constructors (#6069) 2017-06-30 15:32:35 +02:00
paramat 6d2833a887 Mgv7: Fix undefined 'float_mount_height'
Commit cad10ce3b7 altered the parameter
'float_mount_height' but was missing the necessary line in the constructor
to get the altered value from 'params'.

Fixes 3D floatland terrain generating everywhere.
2017-06-28 11:48:17 +01:00
paramat cad10ce3b7 Mgv7: Clean up divide-by-zero fix 2017-06-25 05:01:50 +01:00
paramat 34e8e0e5ce Mgv7: Avoid divide-by-zero errors
Some settings of paramters can cause mgv7 variables to be -inf, nan or -nan.
This can cause massive vertical columns of water to appear above sea level.
2017-06-24 01:48:29 +01:00
paramat 2652d8db19 CavesRandomWalk: Make 'lava_depth' a mapgen parameter
As with 'large_cave_depth', lava depth was previously a fixed y value and
therefore incompatible with the ability to shift terrain vertically.

Add 'lava_depth' mapgen parameter to mgflat, mgfractal, mgv5, mgv7.
2017-06-22 03:14:56 +01:00
paramat b8237099b2 Mgv5/v7/fractal: Add 'large_cave_depth' parameter to replace fixed value
The value cannot be fixed because we can shift terrain vertically.
This also makes these mapgens consistent with mgflat and mgvalleys which
have 'large_cave_depth' parameters.
2017-06-21 01:58:04 +01:00
paramat 0c429bd164 Mgv7: Do not limit river generation if no floatlands
Previously, the carving of rivers was disabled above 'shadow_limit' even if
floatlands were disabled. This caused rivers to be unnecessarily disabled if
mapgen was customised to have surface level above y = 1024.
2017-06-19 02:20:14 +01:00
paramat ea4d407082 Mgv7 spawn search: Cope with extreme custom terrain and biome 'dust'
Previously, maximum spawn level was set to 'water_level + 16'. This would result
in spawn search failing if terrain had been customised to be much higher than
'water_level' at all points.

Also raise spawn level by 1 node to avoid spawning half-buried in a biome 'dust'
node such as 'default:snowblock'.
2017-06-19 02:20:04 +01:00
Loïc Blot 8f7785771b Cpp11 initializers 2 (#5999)
* C++11 patchset 10: continue cleanup on constructors

* Drop obsolete bool MainMenuData::enable_public (setting is called with cURL in server loop)

* More classes cleanup

* More classes cleanup + change NULL tests to boolean tests
2017-06-17 19:11:28 +02:00
paramat 210a339dce Mapgen files: Update and correct copyright credits 2017-05-26 20:46:03 +01:00
paramat fd32005b0f Caverns: Remove unnecessary liquid excavation
Also disable CavesRandomWalk at a safer distance from caverns.

Excavating liquids in cavern code is unnecessary as in practice we are already
successfully disabling the generation of liquid caves that could intersect
with caverns and cause excessive amounts of spreading liquids in caverns.

However to be safer this commit now disables liquid caves at a larger distance
from caverns, to compensate for liquid caves being able to generate up to a
mapblock beyond a mapchunk border.

Not excavating liquids in cavern code also allows a feature i am working on in
experimental new core mapgens, but also allows for more flexibility in future.
2017-05-16 21:56:51 +01:00
paramat 4c03190ce8 Mgflat, Mgv7: Fix noise crash on world exit.
Fix crash caused by destructor 'delete' on noise objects that are not
created due to mapgen options.
Crash was caused by commit 57eaf62c69
2017-04-22 05:37:33 +01:00
paramat 57eaf62c69 Mgflat, Mgv7: Only create noise objects if needed 2017-04-22 01:24:03 +01:00
paramat 1eca9ecf7d Mapgen: Remove '#include treegen.h' from non-mgv6 mapgens
Only mgv6 uses the tree functions from treegen.cpp.
2017-04-05 07:30:00 +01:00
paramat 859141a0ce Cavegen/Mgv5/Mgv7: Add optional giant caverns
Add to MapgenBasic for use by multiple mapgens.
Add to mgv5 and mgv7, enabled by default.

Similar to mgvalleys caverns but half the scale.
Parameters for upper y limit, distance caverns taper to full size, and
noise threshold (full cavern size).
As with mgvalleys caverns are generated first and classic caves are
disabled in any mapchunk containing a cavern, to avoid excessive
spreading volumes of liquids.
This also avoids floating blobs of liquid where a large classic cave
has overgenerated out into a neighbouring previously-generated mapchunk.
2017-04-03 04:49:32 +01:00
sfan5 0d94bfabcc Mgv7: Change default cave width to 0.09 2016-12-13 03:32:51 +00:00
paramat 6c9f10e132 Mgv7 floatlands: Various improvements
Floatland base terrain underside was too thin, causing excessive water
leakage through tunnels under lakes, now make it thicker.
Floatland mountain terrain had a rim 1 node thick which made it bare
stone, now make it 2 nodes thick to merge with the floatland base
terrain rim and to have a layer of biome material.
Make mountain terrain more exponentially shaped by altering the
exponent.
Remove unnecessary and potentially ugly MYMAX() applied to
n_base_height.
2016-12-01 05:08:51 +00:00
paramat bc3980e1d6 Mgv7: Add optional floatlands, disabled by default 2016-11-15 23:07:06 +00:00
paramat 56ea77ea96 Mgv7: Avoid mid-air spawn on disabled mountain terrain, optimise function
'getSpawnLevelAtPoint()' did not account for disabled mountains, it
was possible to be spawned in mid-air where a mountain surface would
have been.

Avoid check for river area if rivers are disabled.
2016-09-30 18:56:39 +01:00
kwolekr 3c63c3044d Add MapSettingsManager and new mapgen setting script API functions
This commit refactors the majority of the Mapgen settings system.
- MapgenParams is now owned by MapSettingsManager, itself a part of ServerMap,
  instead of the EmergeManager.
- New Script API functions added:
    core.get_mapgen_setting
    core.get_mapgen_setting_noiseparams,
    core.set_mapgen_setting, and
    core.set_mapgen_setting_noiseparams.
- minetest.get/set_mapgen_params are deprecated by the above new functions.
- It is now possible to view and modify any arbitrary mapgen setting from a mod,
  rather than the base MapgenParams structure.
- MapgenSpecificParams has been removed.
2016-07-03 15:38:36 -04:00
paramat 9997e2030c Mgflat/fractal/v7/valleys: Denser 3D noise tunnels
Reduce spread from 96 to primes 61 and 67 (either side of 64)
Prime spreads help to keep 3D noise periodic features unaligned
'cave width' 0.2 to preserve tunnel width
Reduce octaves to 3 to improve network structure
2016-06-24 02:17:51 +01:00
kwolekr d4457ef420 Mapgen: Optimize biomemap creation by combining with generateBiomes 2016-06-05 13:30:02 -04:00
paramat 569998011e Mgv7: Always carve river channels in mountain terrain
Previously, rivers were sometimes blocked by vertical walls
of mountain terrain due to river carving being disabled
when base terrain height was below water_level - 16
Remove now unused base terrain heightmap created in
generateTerrain()
2016-06-02 07:31:01 +01:00
kwolekr fd0efb21c3 Mapgen: Combine dungeon generation code 2016-05-27 23:23:58 -04:00
kwolekr 0810901766 Mapgen: Deduplicate common constructor code 2016-05-27 23:23:58 -04:00
kwolekr 0df5c01a8c Mapgen: Remove calculateNoise from most mapgens
This commit moves noise calculation to the functions where the noise is
actually required, increasing the separation of concerns and level of
interdependency for each mapgen method.  Valleys Mapgen is left unmodified.
2016-05-27 23:23:58 -04:00
kwolekr c5968049bb Mapgen V7: Remove now-unused ridge heightmap 2016-05-27 23:23:58 -04:00
kwolekr 548d99bb45 Cavegen: Move V5-style caves to CavesNoiseIntersection 2016-05-27 23:23:58 -04:00
kwolekr 9b5c492be5 Fix MgStoneType and BiomeType enum names 2016-05-27 23:23:58 -04:00
kwolekr 87bc39dca7 Mapgen: Combine generateBiomes, dustTopNodes, and generateCaves
This commit condenses the above methods into a single implementation used by
V7, V5, Flat, Fractal, and Valleys mapgens and introduces MapgenBasic.
2016-05-27 23:23:58 -04:00
kwolekr 76f4856479 Move biome calculation to BiomeGen
BiomeGen defines an interface that, given a set of BiomeParams, computes biomes
for a given area using the algorithm implemented by that specific BiomeGen.
This abstracts away the old system where each mapgen supplied the noises
required for biome generation.
2016-05-27 23:23:58 -04:00
paramat 8b1f8e99cf Mapgen: Make 3D noise tunnels' width settable
Correct parameter names mg_valleys to mgvalleys
Remove biome NoiseParams from MapgenValleysParams
Improve format of parameter code
2016-04-28 23:36:19 -04:00
paramat fed5dd3b5d Mgv7: Combine mountain terrain generation with base terrain generation
Previous mountain terrain generation was by necessity placing
stone in air, this was removing air from any overgenerated
structures such as tunnels, dungeons and large caves
Moving it into the base terrain generation loop ensures that
only 'ignore' is replaced

generateRidgeTerrain: only return if node_max.Y < water_level - 16
Previously, if water level was set a few nodes above a mapchunk
border the river channel was only partially excavated
2016-04-20 06:51:20 +01:00
paramat 4fdf66bbf4 Mgv7, mgflat, mgfractal: Tunnel generation code optimisation 2016-04-12 06:58:04 +01:00
paramat 465bb6f5d1 Mapgen: Optimise cave noises and tunnel excavation
Instead of doing nothing at node_max.Y + 1 use 1-down
overgeneration for tunnel generation and noisemaps
Move some old unused code in mgv7 to end of file
2016-04-08 03:14:36 +01:00
paramat 630f453da4 Mgv7: Decrease cliff steepness 2016-03-30 01:53:14 +01:00
paramat 493a298c0c Mgv7/flat/fractal: Stop tunnel-floor biome nodes being placed everywhere
A bool for 'in or under tunnel' was missing
1-node-deep stone ledges were being
replaced with biome surface material
2016-03-21 17:42:13 +00:00
paramat f1aea6b4ff Mgv7: Limit pseudorandom caves to surface mapchunk or below
To avoid bright caves at mapchunk borders when generating mapchunks upwards
2016-03-19 17:56:35 +00:00
paramat bb2ee54d3b Mapgen: Fix light in tunnels at mapchunk borders
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.
2016-03-14 08:45:01 +00:00
paramat 4adbd69a37 FindSpawnPos: Let mapgens decide what spawn altitude is suitable
To avoid spawn search failing in new specialised mapgens
Increase spawn search range to 4000 nodes
Add getSpawnLevelAtPoint() functions to EmergeManager, class Mapgen
and all mapgens
Remove getGroundLevelAtPoint() functions from all mapgens except mgv6
(possibly to be re-added later in the correct form to return actual
ground level)
Make mgvalleys flag names consistent with other mapgens
Remove now unused 'vertical spawn range' setting
2016-02-09 07:14:45 +00:00
paramat 0a8af88147 Mgv5/v7/flat/fractal: Move tunnel noise calculation into generateCaves
Tunnel 3D noises are only calculated when solid terrain is present
in mapchunk, avoiding large amounts of unnecessary calculations
Change 'int' to 's16' in calculateNoise
Change 'i' to 'vi' for voxelmanip indexes for consistency
Keep 'u32 index3d' local to a smaller part of tunnel code
Mgv7: Don't call CaveV7 if no solid terrain in mapchunk
Give 'open' bool a more descriptive name
2016-02-02 06:37:01 +00:00
paramat b4cbcaea26 Mgv7/flat/fractal: Place biome top node on tunnel entrance floor 2016-01-14 04:43:50 +00:00
paramat 8fc8cb819b Mapgen: Various fixes and improvements
Lua_api.txt: Document 'minetest.registered_biomes'
Minimal: Remove 'mapgen_air' alias
Cavegen: Add fallback node for 'mapgen_ice'
Dungeongen: Add fallback node for 'mapgen_river_water_source'
Mgv5: Remove unnecessary '#include util/directiontables.h'
Add missing 'this->'s in makeChunk()
Mgv6: Edit empty line formatting
Remove leading spaces in makeChunk()
Add missing spaces after 'for' and 'if'
Mgv7: Edit empty line formatting
2016-01-11 01:32:20 +00:00
paramat e51ea66bd0 Mgv5/v7/flat/fractal: More large pseudorandom caves
Mgv7/flat/fractal: Reduce tunnel noise spreads to 96
2015-12-02 02:19:52 +00:00