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minetest/src/mapgen/mapgen_v5.cpp
Paramat 54606e103d
Mapgen caves: Re-order generation to fix cavern bug
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.
2018-04-29 07:20:46 +01:00

305 lines
10 KiB
C++

/*
Minetest
Copyright (C) 2014-2018 paramat
Copyright (C) 2014-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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 "profiler.h" // For TimeTaker
#include "settings.h" // For g_settings
#include "emerge.h"
#include "dungeongen.h"
#include "cavegen.h"
#include "mg_biome.h"
#include "mg_ore.h"
#include "mg_decoration.h"
#include "mapgen_v5.h"
FlagDesc flagdesc_mapgen_v5[] = {
{"caverns", MGV5_CAVERNS},
{NULL, 0}
};
MapgenV5::MapgenV5(int mapgenid, MapgenV5Params *params, EmergeManager *emerge)
: MapgenBasic(mapgenid, params, emerge)
{
spflags = params->spflags;
cave_width = params->cave_width;
large_cave_depth = params->large_cave_depth;
lava_depth = params->lava_depth;
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;
// Terrain noise
noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
noise_factor = new Noise(&params->np_factor, seed, csize.X, csize.Z);
noise_height = new Noise(&params->np_height, seed, csize.X, csize.Z);
// 3D terrain noise
// 1-up 1-down overgeneration
noise_ground = new Noise(&params->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
// 1 down overgeneration
MapgenBasic::np_cave1 = params->np_cave1;
MapgenBasic::np_cave2 = params->np_cave2;
MapgenBasic::np_cavern = params->np_cavern;
}
MapgenV5::~MapgenV5()
{
delete noise_filler_depth;
delete noise_factor;
delete noise_height;
delete noise_ground;
}
MapgenV5Params::MapgenV5Params():
np_filler_depth (0, 1, v3f(150, 150, 150), 261, 4, 0.7, 2.0),
np_factor (0, 1, v3f(250, 250, 250), 920381, 3, 0.45, 2.0),
np_height (0, 10, v3f(250, 250, 250), 84174, 4, 0.5, 2.0),
np_ground (0, 40, v3f(80, 80, 80), 983240, 4, 0.55, 2.0, NOISE_FLAG_EASED),
np_cave1 (0, 12, v3f(50, 50, 50), 52534, 4, 0.5, 2.0),
np_cave2 (0, 12, v3f(50, 50, 50), 10325, 4, 0.5, 2.0),
np_cavern (0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0)
{
}
void MapgenV5Params::readParams(const Settings *settings)
{
settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5);
settings->getFloatNoEx("mgv5_cave_width", cave_width);
settings->getS16NoEx("mgv5_large_cave_depth", large_cave_depth);
settings->getS16NoEx("mgv5_lava_depth", lava_depth);
settings->getS16NoEx("mgv5_cavern_limit", cavern_limit);
settings->getS16NoEx("mgv5_cavern_taper", cavern_taper);
settings->getFloatNoEx("mgv5_cavern_threshold", cavern_threshold);
settings->getS16NoEx("mgv5_dungeon_ymin", dungeon_ymin);
settings->getS16NoEx("mgv5_dungeon_ymax", dungeon_ymax);
settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
settings->getNoiseParams("mgv5_np_factor", np_factor);
settings->getNoiseParams("mgv5_np_height", np_height);
settings->getNoiseParams("mgv5_np_ground", np_ground);
settings->getNoiseParams("mgv5_np_cave1", np_cave1);
settings->getNoiseParams("mgv5_np_cave2", np_cave2);
settings->getNoiseParams("mgv5_np_cavern", np_cavern);
}
void MapgenV5Params::writeParams(Settings *settings) const
{
settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, U32_MAX);
settings->setFloat("mgv5_cave_width", cave_width);
settings->setS16("mgv5_large_cave_depth", large_cave_depth);
settings->setS16("mgv5_lava_depth", lava_depth);
settings->setS16("mgv5_cavern_limit", cavern_limit);
settings->setS16("mgv5_cavern_taper", cavern_taper);
settings->setFloat("mgv5_cavern_threshold", cavern_threshold);
settings->setS16("mgv5_dungeon_ymin", dungeon_ymin);
settings->setS16("mgv5_dungeon_ymax", dungeon_ymax);
settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
settings->setNoiseParams("mgv5_np_factor", np_factor);
settings->setNoiseParams("mgv5_np_height", np_height);
settings->setNoiseParams("mgv5_np_ground", np_ground);
settings->setNoiseParams("mgv5_np_cave1", np_cave1);
settings->setNoiseParams("mgv5_np_cave2", np_cave2);
settings->setNoiseParams("mgv5_np_cavern", np_cavern);
}
int MapgenV5::getSpawnLevelAtPoint(v2s16 p)
{
float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
if (f < 0.01)
f = 0.01;
else if (f >= 1.0)
f *= 1.6;
float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
// noise_height 'offset' is the average level of terrain. At least 50% of
// terrain will be below this.
// Raising the maximum spawn level above 'water_level + 16' is necessary
// for when noise_height 'offset' is set much higher than water_level.
s16 max_spawn_y = MYMAX(noise_height->np.offset, water_level + 16);
// Starting spawn search at max_spawn_y + 128 ensures 128 nodes of open
// space above spawn position. Avoids spawning in possibly sealed voids.
for (s16 y = max_spawn_y + 128; y >= water_level; y--) {
float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
if (n_ground * f > y - h) { // If solid
if (y < water_level || y > max_spawn_y)
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
// y + 2 because y is surface and due to biome 'dust' nodes.
return y + 2;
}
}
// Unsuitable spawn position, no ground found
return MAX_MAP_GENERATION_LIMIT;
}
void MapgenV5::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);
// Create a block-specific seed
blockseed = getBlockSeed2(full_node_min, seed);
// Generate base terrain
s16 stone_surface_max_y = generateBaseTerrain();
// Create heightmap
updateHeightmap(node_min, node_max);
// Init biome generator, place biome-specific nodes, and build biomemap
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 & MGV5_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 dungeons and desert temples
if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
full_node_max.Y <= dungeon_ymax)
generateDungeons(stone_surface_max_y);
// 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();
//printf("makeChunk: %dms\n", t.stop());
// Add top and bottom side of water to transforming_liquid queue
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
// Calculate lighting
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;
}
int MapgenV5::generateBaseTerrain()
{
u32 index = 0;
u32 index2d = 0;
int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
noise_factor->perlinMap2D(node_min.X, node_min.Z);
noise_height->perlinMap2D(node_min.X, node_min.Z);
noise_ground->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
for (s16 z=node_min.Z; z<=node_max.Z; z++) {
for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
u32 vi = vm->m_area.index(node_min.X, y, z);
for (s16 x=node_min.X; x<=node_max.X; x++, vi++, index++, index2d++) {
if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
continue;
float f = 0.55 + noise_factor->result[index2d];
if (f < 0.01)
f = 0.01;
else if (f >= 1.0)
f *= 1.6;
float h = noise_height->result[index2d];
if (noise_ground->result[index] * f < y - h) {
if (y <= water_level)
vm->m_data[vi] = MapNode(c_water_source);
else
vm->m_data[vi] = MapNode(CONTENT_AIR);
} else {
vm->m_data[vi] = MapNode(c_stone);
if (y > stone_surface_max_y)
stone_surface_max_y = y;
}
}
index2d -= ystride;
}
index2d += ystride;
}
return stone_surface_max_y;
}