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54606e103d
Previously, caverns confused tunnel generation causing biome top and filler nodes to appear in caverns. Split 'generateCaves()' into 2 functions to separate tunnel and large randomwalk cave generation. In each mapgen re-order cave generation to generate tunnels before caverns.
305 lines
10 KiB
C++
305 lines
10 KiB
C++
/*
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Minetest
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Copyright (C) 2014-2018 paramat
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Copyright (C) 2014-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "mapgen.h"
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#include "voxel.h"
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#include "noise.h"
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#include "mapblock.h"
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#include "mapnode.h"
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#include "map.h"
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#include "content_sao.h"
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#include "nodedef.h"
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#include "voxelalgorithms.h"
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//#include "profiler.h" // For TimeTaker
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#include "settings.h" // For g_settings
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#include "emerge.h"
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#include "dungeongen.h"
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#include "cavegen.h"
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#include "mg_biome.h"
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#include "mg_ore.h"
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#include "mg_decoration.h"
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#include "mapgen_v5.h"
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FlagDesc flagdesc_mapgen_v5[] = {
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{"caverns", MGV5_CAVERNS},
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{NULL, 0}
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};
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MapgenV5::MapgenV5(int mapgenid, MapgenV5Params *params, EmergeManager *emerge)
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: MapgenBasic(mapgenid, params, emerge)
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{
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spflags = params->spflags;
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cave_width = params->cave_width;
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large_cave_depth = params->large_cave_depth;
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lava_depth = params->lava_depth;
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cavern_limit = params->cavern_limit;
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cavern_taper = params->cavern_taper;
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cavern_threshold = params->cavern_threshold;
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dungeon_ymin = params->dungeon_ymin;
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dungeon_ymax = params->dungeon_ymax;
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// Terrain noise
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noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
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noise_factor = new Noise(¶ms->np_factor, seed, csize.X, csize.Z);
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noise_height = new Noise(¶ms->np_height, seed, csize.X, csize.Z);
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// 3D terrain noise
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// 1-up 1-down overgeneration
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noise_ground = new Noise(¶ms->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
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// 1 down overgeneration
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MapgenBasic::np_cave1 = params->np_cave1;
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MapgenBasic::np_cave2 = params->np_cave2;
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MapgenBasic::np_cavern = params->np_cavern;
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}
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MapgenV5::~MapgenV5()
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{
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delete noise_filler_depth;
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delete noise_factor;
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delete noise_height;
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delete noise_ground;
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}
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MapgenV5Params::MapgenV5Params():
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np_filler_depth (0, 1, v3f(150, 150, 150), 261, 4, 0.7, 2.0),
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np_factor (0, 1, v3f(250, 250, 250), 920381, 3, 0.45, 2.0),
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np_height (0, 10, v3f(250, 250, 250), 84174, 4, 0.5, 2.0),
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np_ground (0, 40, v3f(80, 80, 80), 983240, 4, 0.55, 2.0, NOISE_FLAG_EASED),
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np_cave1 (0, 12, v3f(50, 50, 50), 52534, 4, 0.5, 2.0),
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np_cave2 (0, 12, v3f(50, 50, 50), 10325, 4, 0.5, 2.0),
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np_cavern (0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0)
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{
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}
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void MapgenV5Params::readParams(const Settings *settings)
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{
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settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5);
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settings->getFloatNoEx("mgv5_cave_width", cave_width);
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settings->getS16NoEx("mgv5_large_cave_depth", large_cave_depth);
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settings->getS16NoEx("mgv5_lava_depth", lava_depth);
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settings->getS16NoEx("mgv5_cavern_limit", cavern_limit);
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settings->getS16NoEx("mgv5_cavern_taper", cavern_taper);
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settings->getFloatNoEx("mgv5_cavern_threshold", cavern_threshold);
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settings->getS16NoEx("mgv5_dungeon_ymin", dungeon_ymin);
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settings->getS16NoEx("mgv5_dungeon_ymax", dungeon_ymax);
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settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
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settings->getNoiseParams("mgv5_np_factor", np_factor);
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settings->getNoiseParams("mgv5_np_height", np_height);
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settings->getNoiseParams("mgv5_np_ground", np_ground);
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settings->getNoiseParams("mgv5_np_cave1", np_cave1);
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settings->getNoiseParams("mgv5_np_cave2", np_cave2);
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settings->getNoiseParams("mgv5_np_cavern", np_cavern);
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}
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void MapgenV5Params::writeParams(Settings *settings) const
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{
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settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, U32_MAX);
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settings->setFloat("mgv5_cave_width", cave_width);
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settings->setS16("mgv5_large_cave_depth", large_cave_depth);
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settings->setS16("mgv5_lava_depth", lava_depth);
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settings->setS16("mgv5_cavern_limit", cavern_limit);
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settings->setS16("mgv5_cavern_taper", cavern_taper);
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settings->setFloat("mgv5_cavern_threshold", cavern_threshold);
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settings->setS16("mgv5_dungeon_ymin", dungeon_ymin);
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settings->setS16("mgv5_dungeon_ymax", dungeon_ymax);
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settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
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settings->setNoiseParams("mgv5_np_factor", np_factor);
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settings->setNoiseParams("mgv5_np_height", np_height);
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settings->setNoiseParams("mgv5_np_ground", np_ground);
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settings->setNoiseParams("mgv5_np_cave1", np_cave1);
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settings->setNoiseParams("mgv5_np_cave2", np_cave2);
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settings->setNoiseParams("mgv5_np_cavern", np_cavern);
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}
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int MapgenV5::getSpawnLevelAtPoint(v2s16 p)
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{
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float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
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if (f < 0.01)
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f = 0.01;
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else if (f >= 1.0)
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f *= 1.6;
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float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
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// noise_height 'offset' is the average level of terrain. At least 50% of
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// terrain will be below this.
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// Raising the maximum spawn level above 'water_level + 16' is necessary
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// for when noise_height 'offset' is set much higher than water_level.
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s16 max_spawn_y = MYMAX(noise_height->np.offset, water_level + 16);
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// Starting spawn search at max_spawn_y + 128 ensures 128 nodes of open
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// space above spawn position. Avoids spawning in possibly sealed voids.
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for (s16 y = max_spawn_y + 128; y >= water_level; y--) {
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float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
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if (n_ground * f > y - h) { // If solid
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if (y < water_level || y > max_spawn_y)
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return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
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// y + 2 because y is surface and due to biome 'dust' nodes.
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return y + 2;
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}
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}
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// Unsuitable spawn position, no ground found
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return MAX_MAP_GENERATION_LIMIT;
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}
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void MapgenV5::makeChunk(BlockMakeData *data)
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{
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// Pre-conditions
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assert(data->vmanip);
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assert(data->nodedef);
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assert(data->blockpos_requested.X >= data->blockpos_min.X &&
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data->blockpos_requested.Y >= data->blockpos_min.Y &&
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data->blockpos_requested.Z >= data->blockpos_min.Z);
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assert(data->blockpos_requested.X <= data->blockpos_max.X &&
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data->blockpos_requested.Y <= data->blockpos_max.Y &&
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data->blockpos_requested.Z <= data->blockpos_max.Z);
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this->generating = true;
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this->vm = data->vmanip;
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this->ndef = data->nodedef;
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//TimeTaker t("makeChunk");
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v3s16 blockpos_min = data->blockpos_min;
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v3s16 blockpos_max = data->blockpos_max;
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node_min = blockpos_min * MAP_BLOCKSIZE;
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node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
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full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
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full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
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// Create a block-specific seed
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blockseed = getBlockSeed2(full_node_min, seed);
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// Generate base terrain
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s16 stone_surface_max_y = generateBaseTerrain();
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// Create heightmap
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updateHeightmap(node_min, node_max);
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// Init biome generator, place biome-specific nodes, and build biomemap
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biomegen->calcBiomeNoise(node_min);
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generateBiomes();
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// Generate tunnels, caverns and large randomwalk caves
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if (flags & MG_CAVES) {
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// Generate tunnels first as caverns confuse them
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generateCavesNoiseIntersection(stone_surface_max_y);
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// Generate caverns
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bool near_cavern = false;
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if (spflags & MGV5_CAVERNS)
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near_cavern = generateCavernsNoise(stone_surface_max_y);
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// Generate large randomwalk caves
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if (near_cavern)
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// Disable large randomwalk caves in this mapchunk by setting
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// 'large cave depth' to world base. Avoids excessive liquid in
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// large caverns and floating blobs of overgenerated liquid.
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generateCavesRandomWalk(stone_surface_max_y,
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-MAX_MAP_GENERATION_LIMIT);
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else
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generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
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}
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// Generate dungeons and desert temples
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if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
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full_node_max.Y <= dungeon_ymax)
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generateDungeons(stone_surface_max_y);
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// Generate the registered decorations
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if (flags & MG_DECORATIONS)
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m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
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// Generate the registered ores
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m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
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// Sprinkle some dust on top after everything else was generated
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dustTopNodes();
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//printf("makeChunk: %dms\n", t.stop());
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// Add top and bottom side of water to transforming_liquid queue
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updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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// Calculate lighting
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if (flags & MG_LIGHT) {
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calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
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full_node_min, full_node_max);
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}
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this->generating = false;
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}
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int MapgenV5::generateBaseTerrain()
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{
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u32 index = 0;
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u32 index2d = 0;
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int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
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noise_factor->perlinMap2D(node_min.X, node_min.Z);
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noise_height->perlinMap2D(node_min.X, node_min.Z);
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noise_ground->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
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for (s16 z=node_min.Z; z<=node_max.Z; z++) {
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for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
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u32 vi = vm->m_area.index(node_min.X, y, z);
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for (s16 x=node_min.X; x<=node_max.X; x++, vi++, index++, index2d++) {
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if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
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continue;
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float f = 0.55 + noise_factor->result[index2d];
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if (f < 0.01)
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f = 0.01;
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else if (f >= 1.0)
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f *= 1.6;
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float h = noise_height->result[index2d];
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if (noise_ground->result[index] * f < y - h) {
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if (y <= water_level)
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vm->m_data[vi] = MapNode(c_water_source);
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else
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vm->m_data[vi] = MapNode(CONTENT_AIR);
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} else {
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vm->m_data[vi] = MapNode(c_stone);
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if (y > stone_surface_max_y)
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stone_surface_max_y = y;
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}
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}
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index2d -= ystride;
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}
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index2d += ystride;
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}
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return stone_surface_max_y;
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}
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