minetest/src/mapgen_valleys.cpp

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/*
Minetest Valleys C
Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
Copyright (C) 2010-2015 paramat, Matt Gregory
Copyright (C) 2016 Duane Robertson <duane@duanerobertson.com>
Based on Valleys Mapgen by Gael de Sailly
(https://forum.minetest.net/viewtopic.php?f=9&t=11430)
and mapgen_v7 by kwolekr and paramat.
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 "content_sao.h"
#include "nodedef.h"
#include "voxelalgorithms.h"
#include "settings.h" // For g_settings
#include "emerge.h"
#include "dungeongen.h"
#include "treegen.h"
#include "mg_biome.h"
#include "mg_ore.h"
#include "mg_decoration.h"
#include "mapgen_valleys.h"
//#undef NDEBUG
//#include "assert.h"
//#include "util/timetaker.h"
//#include "profiler.h"
//static Profiler mapgen_prof;
//Profiler *mapgen_profiler = &mapgen_prof;
static FlagDesc flagdesc_mapgen_valleys[] = {
{"altitude_chill", MG_VALLEYS_ALT_CHILL},
{"cliffs", MG_VALLEYS_CLIFFS},
{"fast", MG_VALLEYS_FAST},
{"humid_rivers", MG_VALLEYS_HUMID_RIVERS},
{"rugged", MG_VALLEYS_RUGGED},
{NULL, 0}
};
///////////////////////////////////////////////////////////////////////////////
MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *emerge)
: Mapgen(mapgenid, params, emerge)
{
this->m_emerge = emerge;
this->bmgr = emerge->biomemgr;
//// amount of elements to skip for the next index
//// for noise/height/biome maps (not vmanip)
this->ystride = csize.X;
this->zstride = csize.X * (csize.Y + 2);
this->biomemap = new u8[csize.X * csize.Z];
this->heightmap = new s16[csize.X * csize.Z];
this->heatmap = NULL;
this->humidmap = NULL;
MapgenValleysParams *sp = (MapgenValleysParams *)params->sparams;
this->spflags = sp->spflags;
this->cliff_terrain = (spflags & MG_VALLEYS_CLIFFS);
this->fast_terrain = (spflags & MG_VALLEYS_FAST);
this->humid_rivers = (spflags & MG_VALLEYS_HUMID_RIVERS);
this->rugged_terrain = (spflags & MG_VALLEYS_RUGGED);
this->use_altitude_chill = (spflags & MG_VALLEYS_ALT_CHILL);
this->altitude_chill = sp->altitude_chill;
this->cave_water_max_height = sp->cave_water_max_height;
this->humidity_adjust = sp->humidity - 50.f;
this->humidity_break_point = sp->humidity_break_point;
this->lava_max_height = sp->lava_max_height;
this->river_depth = sp->river_depth + 1.f;
this->river_size = sp->river_size / 100.f;
this->temperature_adjust = sp->temperature - 50.f;
this->water_features = MYMAX(1, MYMIN(11, 11 - sp->water_features));
//// 2D Terrain noise
noise_cliffs = new Noise(&sp->np_cliffs, seed, csize.X, csize.Z);
noise_corr = new Noise(&sp->np_corr, seed, csize.X, csize.Z);
noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
noise_inter_valley_slope = new Noise(&sp->np_inter_valley_slope, seed, csize.X, csize.Z);
noise_rivers = new Noise(&sp->np_rivers, seed, csize.X, csize.Z);
noise_terrain_height = new Noise(&sp->np_terrain_height, seed, csize.X, csize.Z);
noise_valley_depth = new Noise(&sp->np_valley_depth, seed, csize.X, csize.Z);
noise_valley_profile = new Noise(&sp->np_valley_profile, seed, csize.X, csize.Z);
if (this->fast_terrain)
noise_inter_valley_fill = new Noise(&sp->np_inter_valley_fill, seed, csize.X, csize.Z);
//// 3D Terrain noise
noise_simple_caves_1 = new Noise(&sp->np_simple_caves_1, seed, csize.X, csize.Y + 2, csize.Z);
noise_simple_caves_2 = new Noise(&sp->np_simple_caves_2, seed, csize.X, csize.Y + 2, csize.Z);
if (!this->fast_terrain)
noise_inter_valley_fill = new Noise(&sp->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
//// Biome noise
noise_heat_blend = new Noise(&params->np_biome_heat_blend, seed, csize.X, csize.Z);
noise_heat = new Noise(&params->np_biome_heat, seed, csize.X, csize.Z);
noise_humidity_blend = new Noise(&params->np_biome_humidity_blend, seed, csize.X, csize.Z);
noise_humidity = new Noise(&params->np_biome_humidity, seed, csize.X, csize.Z);
//// Resolve nodes to be used
INodeDefManager *ndef = emerge->ndef;
c_cobble = ndef->getId("mapgen_cobble");
c_desert_stone = ndef->getId("mapgen_desert_stone");
c_dirt = ndef->getId("mapgen_dirt");
c_lava_source = ndef->getId("mapgen_lava_source");
c_mossycobble = ndef->getId("mapgen_mossycobble");
c_river_water_source = ndef->getId("mapgen_river_water_source");
c_sand = ndef->getId("mapgen_sand");
c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
c_sandstone = ndef->getId("mapgen_sandstone");
c_stair_cobble = ndef->getId("mapgen_stair_cobble");
c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
c_stone = ndef->getId("mapgen_stone");
c_water_source = ndef->getId("mapgen_water_source");
if (c_mossycobble == CONTENT_IGNORE)
c_mossycobble = c_cobble;
if (c_river_water_source == CONTENT_IGNORE)
c_river_water_source = c_water_source;
if (c_sand == CONTENT_IGNORE)
c_sand = c_stone;
if (c_sandstonebrick == CONTENT_IGNORE)
c_sandstonebrick = c_sandstone;
if (c_stair_cobble == CONTENT_IGNORE)
c_stair_cobble = c_cobble;
if (c_stair_sandstonebrick == CONTENT_IGNORE)
c_stair_sandstonebrick = c_sandstone;
}
MapgenValleys::~MapgenValleys()
{
delete noise_cliffs;
delete noise_corr;
delete noise_filler_depth;
delete noise_heat;
delete noise_heat_blend;
delete noise_humidity;
delete noise_humidity_blend;
delete noise_inter_valley_fill;
delete noise_inter_valley_slope;
delete noise_rivers;
delete noise_simple_caves_1;
delete noise_simple_caves_2;
delete noise_terrain_height;
delete noise_valley_depth;
delete noise_valley_profile;
delete[] heightmap;
delete[] biomemap;
}
MapgenValleysParams::MapgenValleysParams()
{
spflags = MG_VALLEYS_CLIFFS | MG_VALLEYS_RUGGED
| MG_VALLEYS_HUMID_RIVERS | MG_VALLEYS_ALT_CHILL;
altitude_chill = 90; // The altitude at which temperature drops by 20C.
// Water in caves will never be higher than this.
cave_water_max_height = MAX_MAP_GENERATION_LIMIT;
humidity = 50;
// the maximum humidity around rivers in otherwise dry areas
humidity_break_point = 65;
lava_max_height = 0; // Lava will never be higher than this.
river_depth = 4; // How deep to carve river channels.
river_size = 5; // How wide to make rivers.
temperature = 50;
water_features = 3; // How often water will occur in caves.
np_cliffs = NoiseParams(0.f, 1.f, v3f(750, 750, 750), 8445, 5, 1.f, 2.f);
np_corr = NoiseParams(0.f, 1.f, v3f(40, 40, 40), -3536, 4, 1.f, 2.f);
np_filler_depth = NoiseParams(0.f, 1.2f, v3f(256, 256, 256), 1605, 3, 0.5f, 2.f);
np_inter_valley_fill = NoiseParams(0.f, 1.f, v3f(256, 512, 256), 1993, 6, 0.8f, 2.f);
np_inter_valley_slope = NoiseParams(0.5f, 0.5f, v3f(128, 128, 128), 746, 1, 1.f, 2.f);
np_rivers = NoiseParams(0.f, 1.f, v3f(256, 256, 256), -6050, 5, 0.6f, 2.f);
np_simple_caves_1 = NoiseParams(0.f, 1.f, v3f(64, 64, 64), -8402, 3, 0.5f, 2.f);
np_simple_caves_2 = NoiseParams(0.f, 1.f, v3f(64, 64, 64), 3944, 3, 0.5f, 2.f);
np_terrain_height = NoiseParams(-10.f, 50.f, v3f(1024, 1024, 1024), 5202, 6, 0.4f, 2.f);
np_valley_depth = NoiseParams(5.f, 4.f, v3f(512, 512, 512), -1914, 1, 1.f, 2.f);
np_valley_profile = NoiseParams(0.6f, 0.5f, v3f(512, 512, 512), 777, 1, 1.f, 2.f);
}
void MapgenValleysParams::readParams(const Settings *settings)
{
settings->getFlagStrNoEx("mg_valleys_spflags", spflags, flagdesc_mapgen_valleys);
settings->getU16NoEx("mg_valleys_altitude_chill", altitude_chill);
settings->getS16NoEx("mg_valleys_cave_water_max_height", cave_water_max_height);
settings->getS16NoEx("mg_valleys_humidity", humidity);
settings->getS16NoEx("mg_valleys_humidity_break_point", humidity_break_point);
settings->getS16NoEx("mg_valleys_lava_max_height", lava_max_height);
settings->getU16NoEx("mg_valleys_river_depth", river_depth);
settings->getU16NoEx("mg_valleys_river_size", river_size);
settings->getS16NoEx("mg_valleys_temperature", temperature);
settings->getU16NoEx("mg_valleys_water_features", water_features);
settings->getNoiseParams("mg_valleys_np_cliffs", np_cliffs);
settings->getNoiseParams("mg_valleys_np_corr", np_corr);
settings->getNoiseParams("mg_valleys_np_filler_depth", np_filler_depth);
settings->getNoiseParams("mg_valleys_np_inter_valley_fill", np_inter_valley_fill);
settings->getNoiseParams("mg_valleys_np_inter_valley_slope", np_inter_valley_slope);
settings->getNoiseParams("mg_valleys_np_rivers", np_rivers);
settings->getNoiseParams("mg_valleys_np_simple_caves_1", np_simple_caves_1);
settings->getNoiseParams("mg_valleys_np_simple_caves_2", np_simple_caves_2);
settings->getNoiseParams("mg_valleys_np_terrain_height", np_terrain_height);
settings->getNoiseParams("mg_valleys_np_valley_depth", np_valley_depth);
settings->getNoiseParams("mg_valleys_np_valley_profile", np_valley_profile);
}
void MapgenValleysParams::writeParams(Settings *settings) const
{
settings->setFlagStr("mg_valleys_spflags", spflags, flagdesc_mapgen_valleys, U32_MAX);
settings->setU16("mg_valleys_altitude_chill", altitude_chill);
settings->setS16("mg_valleys_cave_water_max_height", cave_water_max_height);
settings->setS16("mg_valleys_humidity", humidity);
settings->setS16("mg_valleys_humidity_break_point", humidity_break_point);
settings->setS16("mg_valleys_lava_max_height", lava_max_height);
settings->setU16("mg_valleys_river_depth", river_depth);
settings->setU16("mg_valleys_river_size", river_size);
settings->setS16("mg_valleys_temperature", temperature);
settings->setU16("mg_valleys_water_features", water_features);
settings->setNoiseParams("mg_valleys_np_cliffs", np_cliffs);
settings->setNoiseParams("mg_valleys_np_corr", np_corr);
settings->setNoiseParams("mg_valleys_np_filler_depth", np_filler_depth);
settings->setNoiseParams("mg_valleys_np_inter_valley_fill", np_inter_valley_fill);
settings->setNoiseParams("mg_valleys_np_inter_valley_slope", np_inter_valley_slope);
settings->setNoiseParams("mg_valleys_np_rivers", np_rivers);
settings->setNoiseParams("mg_valleys_np_simple_caves_1", np_simple_caves_1);
settings->setNoiseParams("mg_valleys_np_simple_caves_2", np_simple_caves_2);
settings->setNoiseParams("mg_valleys_np_terrain_height", np_terrain_height);
settings->setNoiseParams("mg_valleys_np_valley_depth", np_valley_depth);
settings->setNoiseParams("mg_valleys_np_valley_profile", np_valley_profile);
}
///////////////////////////////////////
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);
this->generating = true;
this->vm = data->vmanip;
this->ndef = data->nodedef;
//TimeTaker t("makeChunk");
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 noise maps and base terrain height.
calculateNoise();
// Generate base terrain with initial heightmaps
s16 stone_surface_max_y = generateTerrain();
// Create biomemap at heightmap surface
bmgr->calcBiomes(csize.X, csize.Z, heatmap, humidmap, heightmap, biomemap);
// Actually place the biome-specific nodes
MgStoneType stone_type = generateBiomes(heatmap, humidmap);
// Cave creation.
if (flags & MG_CAVES)
generateSimpleCaves(stone_surface_max_y);
// Dungeon creation
if ((flags & MG_DUNGEONS) && node_max.Y < 50 && (stone_surface_max_y >= node_min.Y)) {
DungeonParams dp;
dp.np_rarity = nparams_dungeon_rarity;
dp.np_density = nparams_dungeon_density;
dp.np_wetness = nparams_dungeon_wetness;
dp.c_water = c_water_source;
if (stone_type == STONE) {
dp.c_cobble = c_cobble;
dp.c_moss = c_mossycobble;
dp.c_stair = c_stair_cobble;
dp.diagonal_dirs = false;
dp.mossratio = 3.f;
dp.holesize = v3s16(1, 2, 1);
dp.roomsize = v3s16(0, 0, 0);
dp.notifytype = GENNOTIFY_DUNGEON;
} else if (stone_type == DESERT_STONE) {
dp.c_cobble = c_desert_stone;
dp.c_moss = c_desert_stone;
dp.c_stair = c_desert_stone;
dp.diagonal_dirs = true;
dp.mossratio = 0.f;
dp.holesize = v3s16(2, 3, 2);
dp.roomsize = v3s16(2, 5, 2);
dp.notifytype = GENNOTIFY_TEMPLE;
} else if (stone_type == SANDSTONE) {
dp.c_cobble = c_sandstonebrick;
dp.c_moss = c_sandstonebrick;
dp.c_stair = c_sandstonebrick;
dp.diagonal_dirs = false;
dp.mossratio = 0.f;
dp.holesize = v3s16(2, 2, 2);
dp.roomsize = v3s16(2, 0, 2);
dp.notifytype = GENNOTIFY_DUNGEON;
}
DungeonGen dgen(this, &dp);
dgen.generate(blockseed, full_node_min, full_node_max);
}
// Generate the registered decorations
if (flags & MG_DECORATIONS)
m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
// Generate the registered ores
m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
// Sprinkle some dust on top after everything else was generated
dustTopNodes();
//TimeTaker tll("liquid_lighting");
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);
//mapgen_profiler->avg("liquid_lighting", tll.stop() / 1000.f);
//mapgen_profiler->avg("makeChunk", t.stop() / 1000.f);
this->generating = false;
}
// Populate the noise tables and do most of the
// calculation necessary to determine terrain height.
void MapgenValleys::calculateNoise()
{
//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
int x = node_min.X;
int y = node_min.Y - 1;
int z = node_min.Z;
//TimeTaker tcn("actualNoise");
noise_filler_depth->perlinMap2D(x, z);
noise_heat_blend->perlinMap2D(x, z);
noise_heat->perlinMap2D(x, z);
noise_humidity_blend->perlinMap2D(x, z);
noise_humidity->perlinMap2D(x, 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);
if (fast_terrain) {
// Make this 2D for speed, if requested.
noise_inter_valley_fill->perlinMap2D(x, z);
if (cliff_terrain)
noise_cliffs->perlinMap2D(x, z);
if (rugged_terrain)
noise_corr->perlinMap2D(x, z);
} else {
noise_inter_valley_fill->perlinMap3D(x, y, z);
}
if (flags & MG_CAVES) {
noise_simple_caves_1->perlinMap3D(x, y, z);
noise_simple_caves_2->perlinMap3D(x, y, z);
}
//mapgen_profiler->avg("noisemaps", tcn.stop() / 1000.f);
for (s32 index = 0; index < csize.X * csize.Z; index++) {
noise_heat->result[index] += noise_heat_blend->result[index];
noise_heat->result[index] += temperature_adjust;
noise_humidity->result[index] += noise_humidity_blend->result[index];
}
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];
tn.cliffs = noise_cliffs->result[index];
tn.corr = noise_corr->result[index];
// This is the actual terrain height.
float mount = terrainLevelFromNoise(&tn);
noise_terrain_height->result[index] = mount;
if (fast_terrain) {
// Assign humidity adjusted by water proximity.
// I can't think of a reason why a mod would expect base humidity
// from noise or at any altitude other than ground level.
noise_humidity->result[index] = humidityByTerrain(
noise_humidity->result[index],
mount,
noise_rivers->result[index],
noise_valley_depth->result[index]);
// Assign heat adjusted by altitude. See humidity, above.
if (use_altitude_chill && mount > 0.f)
noise_heat->result[index] *= pow(0.5f, (mount - altitude_chill / 3.f) / altitude_chill);
}
}
heatmap = noise_heat->result;
humidmap = noise_humidity->result;
}
// This keeps us from having to maintain two similar sets of
// complicated code to determine ground level.
float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
{
float inter_valley_slope = *tn->slope;
// The square function changes the behaviour of this noise:
// very often small, and sometimes very high.
float valley_d = pow(*tn->valley, 2);
// 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;
// Use the curve of the function 1exp((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.
*tn->valley = valley_d * (1.f - exp(- pow(river / tn->valley_profile, 2)));
// 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(1x²) which models a circle.
float depth = (river_depth * sqrt(1.f - pow((river / river_size + 1), 2)));
// base - depth : height of the bottom of the river
// water_level - 2 : don't make rivers below 2 nodes under the surface
u16 min_bottom = 2;
if (!fast_terrain)
min_bottom = 6;
mount = fmin(fmax(base - depth, (float) (water_level - min_bottom)), mount);
// Slope has no influence on rivers.
*tn->slope = 0.f;
}
if (fast_terrain) {
// The penultimate step builds up the heights, but we reduce it
// occasionally to create cliffs.
float delta = sin(tn->inter_valley_fill) * *tn->slope;
if (cliff_terrain && tn->cliffs >= 0.2f)
mount += delta * 0.66f;
else
mount += delta;
// Use yet another noise to make the heights look more rugged.
if (rugged_terrain
&& mount > water_level
&& fabs(inter_valley_slope * tn->inter_valley_fill) < 0.3f)
mount += ((delta < 0.f) ? -1.f : 1.f) * pow(fabs(delta), 0.5f) * fabs(sin(tn->corr));
}
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);
if (!fast_terrain) {
for (s16 y = round(mount); y <= round(mount) + 1000; y++) {
float fill = NoisePerlin3D(&noise_inter_valley_fill->np, tn->x, y, tn->z, seed);
if (fill * *tn->slope <= y - mount) {
mount = fmax(y - 1, mount);
break;
}
}
}
return mount;
}
float MapgenValleys::humidityByTerrain(
float humidity_base,
float mount,
float rivers,
float valley)
{
// Although the original valleys adjusts humidity by distance
// from seawater, this causes problems with the default biomes.
// Adjust only by freshwater proximity.
float humidity = humidity_base + humidity_adjust;
if (humid_rivers && mount > water_level) {
// Offset to make everything average the same.
humidity -= (humidity_break_point - humidity_adjust) / 3.f;
// This method is from the original lua.
float water_table = pow(0.5f, fmax(rivers / 3.f, 0.f));
// This adds humidity next to rivers and lakes.
float river_water = pow(0.5f, fmax(valley / 12.f, 0.f));
// Combine the two.
float water = water_table + (1.f - water_table) * river_water;
humidity = fmax(humidity, (humidity_break_point * water));
}
return humidity;
}
inline int MapgenValleys::getGroundLevelAtPoint(v2s16 p)
{
// Base terrain calculation
return terrainLevelAtPoint(p.X, p.Y);
}
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;
tn.cliffs = 0.f;
tn.corr = 0.f;
if (fast_terrain) {
tn.inter_valley_fill = NoisePerlin2D(&noise_inter_valley_fill->np, x, z, seed);
if (cliff_terrain)
tn.cliffs = NoisePerlin2D(&noise_cliffs->np, x, z, seed);
if (rugged_terrain)
tn.corr = NoisePerlin2D(&noise_corr->np, x, z, seed);
}
return adjustedTerrainLevelFromNoise(&tn);
}
int MapgenValleys::generateTerrain()
{
MapNode n_air(CONTENT_AIR);
MapNode n_river_water(c_river_water_source);
MapNode n_sand(c_sand);
MapNode n_stone(c_stone);
MapNode n_water(c_water_source);
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++) {
s16 river_y = round(noise_rivers->result[index_2d]);
s16 surface_y = round(noise_terrain_height->result[index_2d]);
float slope = noise_inter_valley_slope->result[index_2d];
heightmap[index_2d] = surface_y;
if (surface_y > surface_max_y)
surface_max_y = surface_y;
u32 index_3d = 0;
if (!fast_terrain)
index_3d = (z - node_min.Z) * zstride + (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++) {
float fill = 0.f;
if (!fast_terrain)
fill = noise_inter_valley_fill->result[index_3d];
if (vm->m_data[index_data].getContent() == CONTENT_IGNORE) {
bool river = (river_y > surface_y);
if (river && y == surface_y) {
// river bottom
vm->m_data[index_data] = n_sand;
} else if ((fast_terrain || river) && y <= surface_y) {
// ground
vm->m_data[index_data] = n_stone;
} else if (river && y < river_y) {
// river
vm->m_data[index_data] = n_river_water;
} else if ((!fast_terrain) && (!river) && fill * slope > y - surface_y) {
// ground (slow method)
vm->m_data[index_data] = n_stone;
heightmap[index_2d] = surface_max_y = y;
} else if (y <= water_level) {
// sea
vm->m_data[index_data] = n_water;
} else {
vm->m_data[index_data] = n_air;
}
}
vm->m_area.add_y(em, index_data, 1);
if (!fast_terrain)
index_3d += ystride;
}
if (!fast_terrain) {
// Assign the humidity adjusted by water proximity.
noise_humidity->result[index_2d] = humidityByTerrain(
noise_humidity->result[index_2d],
surface_max_y,
noise_rivers->result[index_2d],
noise_valley_depth->result[index_2d]);
// Assign the heat adjusted by altitude. See humidity, above.
if (use_altitude_chill && surface_max_y > 0)
noise_heat->result[index_2d]
*= pow(0.5f, (surface_max_y - altitude_chill / 3.f) / altitude_chill);
}
}
return surface_max_y;
}
MgStoneType MapgenValleys::generateBiomes(float *heat_map, float *humidity_map)
{
v3s16 em = vm->m_area.getExtent();
u32 index = 0;
MgStoneType stone_type = STONE;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
Biome *biome = NULL;
u16 depth_top = 0;
u16 base_filler = 0;
u16 depth_water_top = 0;
u32 vi = vm->m_area.index(x, node_max.Y, z);
// Check node at base of mapchunk above, either a node of a previously
// generated mapchunk or if not, a node of overgenerated base terrain.
content_t c_above = vm->m_data[vi + em.X].getContent();
bool air_above = c_above == CONTENT_AIR;
bool water_above = (c_above == c_water_source);
// If there is air or water above enable top/filler placement, otherwise force
// nplaced to stone level by setting a number exceeding any possible filler depth.
u16 nplaced = (air_above || water_above) ? 0 : U16_MAX;
for (s16 y = node_max.Y; y >= node_min.Y; y--) {
content_t c = vm->m_data[vi].getContent();
// Biome is recalculated each time an upper surface is detected while
// working down a column. The selected biome then remains in effect for
// all nodes below until the next surface and biome recalculation.
// Biome is recalculated:
// 1. At the surface of stone below air or water.
// 2. At the surface of water below air.
// 3. When stone or water is detected but biome has not yet been calculated.
if ((c == c_stone && (air_above || water_above || !biome))
|| ((c == c_water_source || c == c_river_water_source)
&& (air_above || !biome))) {
// Both heat and humidity have already been adjusted for altitude.
biome = bmgr->getBiome(heat_map[index], humidity_map[index], y);
depth_top = biome->depth_top;
base_filler = MYMAX(depth_top
+ biome->depth_filler
+ noise_filler_depth->result[index], 0.f);
depth_water_top = biome->depth_water_top;
// Detect stone type for dungeons during every biome calculation.
// This is more efficient than detecting per-node and will not
// miss any desert stone or sandstone biomes.
if (biome->c_stone == c_desert_stone)
stone_type = DESERT_STONE;
else if (biome->c_stone == c_sandstone)
stone_type = SANDSTONE;
}
if (c == c_stone) {
content_t c_below = vm->m_data[vi - em.X].getContent();
// If the node below isn't solid, make this node stone, so that
// any top/filler nodes above are structurally supported.
// This is done by aborting the cycle of top/filler placement
// immediately by forcing nplaced to stone level.
if (c_below == CONTENT_AIR
|| c_below == c_water_source
|| c_below == c_river_water_source)
nplaced = U16_MAX;
if (nplaced < depth_top) {
vm->m_data[vi] = MapNode(biome->c_top);
nplaced++;
} else if (nplaced < base_filler) {
vm->m_data[vi] = MapNode(biome->c_filler);
nplaced++;
} else {
vm->m_data[vi] = MapNode(biome->c_stone);
}
air_above = false;
water_above = false;
} else if (c == c_water_source) {
vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top))
? biome->c_water_top : biome->c_water);
nplaced = 0; // Enable top/filler placement for next surface
air_above = false;
water_above = true;
} else if (c == c_river_water_source) {
vm->m_data[vi] = MapNode(biome->c_river_water);
nplaced = U16_MAX; // Sand was already placed under rivers.
air_above = false;
water_above = true;
} else if (c == CONTENT_AIR) {
nplaced = 0; // Enable top/filler placement for next surface
air_above = true;
water_above = false;
} else { // Possible various nodes overgenerated from neighbouring mapchunks
nplaced = U16_MAX; // Disable top/filler placement
air_above = false;
water_above = false;
}
vm->m_area.add_y(em, vi, -1);
}
}
return stone_type;
}
void MapgenValleys::dustTopNodes()
{
if (node_max.Y < water_level)
return;
v3s16 em = vm->m_area.getExtent();
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++) {
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]);
if (biome->c_dust == CONTENT_IGNORE)
continue;
u32 vi = vm->m_area.index(x, full_node_max.Y, z);
content_t c_full_max = vm->m_data[vi].getContent();
s16 y_start;
if (c_full_max == CONTENT_AIR) {
y_start = full_node_max.Y - 1;
} else if (c_full_max == CONTENT_IGNORE) {
vi = vm->m_area.index(x, node_max.Y + 1, z);
content_t c_max = vm->m_data[vi].getContent();
if (c_max == CONTENT_AIR)
y_start = node_max.Y;
else
continue;
} else {
continue;
}
vi = vm->m_area.index(x, y_start, z);
for (s16 y = y_start; y >= node_min.Y - 1; y--) {
if (vm->m_data[vi].getContent() != CONTENT_AIR)
break;
vm->m_area.add_y(em, vi, -1);
}
content_t c = vm->m_data[vi].getContent();
if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
vm->m_area.add_y(em, vi, 1);
vm->m_data[vi] = MapNode(biome->c_dust);
}
}
}
void MapgenValleys::generateSimpleCaves(s16 max_stone_y)
{
PseudoRandom ps(blockseed + 72202);
MapNode n_air(CONTENT_AIR);
MapNode n_dirt(c_dirt);
MapNode n_lava(c_lava_source);
MapNode n_water(c_river_water_source);
v3s16 em = vm->m_area.getExtent();
s16 base_water_chance = 0;
if (water_features < 11)
base_water_chance = ceil(MAX_MAP_GENERATION_LIMIT / (water_features * 1000));
if (max_stone_y >= node_min.Y) {
u32 index_2d = 0;
u32 index_3d = 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++) {
bool air_above = false;
//bool underground = false;
u32 index_data = vm->m_area.index(x, node_max.Y + 1, z);
index_3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride + (x - node_min.X);
// Dig caves on down loop to check for air above.
for (s16 y = node_max.Y + 1;
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 and prevents removing above ground nodes.
if (y > terrain + 1) {
air_above = true;
continue;
}
content_t c = vm->m_data[index_data].getContent();
bool n1 = (fabs(noise_simple_caves_1->result[index_3d]) < 0.07f);
bool n2 = (fabs(noise_simple_caves_2->result[index_3d]) < 0.07f);
// River water is (foolishly) not set as ground content
// in the default game. This can produce strange results
// when a cave undercuts a river. However, that's not for
// the mapgen to correct. Fix it in lua.
if (c == CONTENT_AIR) {
air_above = true;
} else if (n1 && n2 && ndef->get(c).is_ground_content) {
// When both n's are true, we're in a cave.
vm->m_data[index_data] = n_air;
air_above = true;
} else if (air_above
&& (c == c_stone || c == c_sandstone || c == c_desert_stone)) {
// At the cave floor
s16 sr = ps.next() & 1023;
u32 j = index_data;
vm->m_area.add_y(em, j, 1);
if (sr > (terrain - y) * 25) {
// Put dirt in caves near the surface.
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index_2d]);
vm->m_data[index_data] = MapNode(biome->c_filler);
} else {
s16 lava_chance = 0;
if (y <= lava_max_height && c == c_stone) {
// Lava spawns increase with depth.
lava_chance = ceil((lava_max_height - y + 1) / 10000);
if (sr < lava_chance)
vm->m_data[j] = n_lava;
}
if (base_water_chance > 0 && y <= cave_water_max_height) {
s16 water_chance = base_water_chance
- (abs(y - water_level) / (water_features * 1000));
// Waterfalls may get out of control above ground.
sr -= lava_chance;
// If sr < 0 then we should have already placed lava --
// don't immediately dump water on it.
if (sr >= 0 && sr < water_chance)
vm->m_data[j] = n_water;
}
}
air_above = false;
}
// If we're not in a cave, there's no open space.
if (!(n1 && n2))
air_above = false;
}
}
}
}