Merge remote-tracking branch 'upstream/master'

master
Maksim Gamarnik 2016-02-07 04:07:20 +02:00
commit 50c3a3a51a
12 changed files with 529 additions and 557 deletions

View File

@ -2,10 +2,13 @@ language: cpp
compiler:
- gcc
- clang
os:
- osx
- linux
env:
- PLATFORM=Win32
- PLATFORM=Win64
- PLATFORM=Linux
- PLATFORM=Unix
before_install: ./util/travis/before_install.sh
script: ./util/travis/script.sh
sudo: required
@ -18,3 +21,9 @@ matrix:
compiler: clang
- env: PLATFORM=Win64
compiler: clang
- env: PLATFORM=Win32
os: osx
- env: PLATFORM=Win64
os: osx
- compiler: gcc
os: osx

View File

@ -84,6 +84,18 @@ core.register_chatcommand("me", {
end,
})
core.register_chatcommand("admin", {
description = "Show the name of the server owner",
func = function(name)
local admin = minetest.setting_get("name")
if admin then
return true, "The administrator of this server is "..admin.."."
else
return false, "There's no administrator named in the config file."
end
end,
})
core.register_chatcommand("help", {
privs = {},
params = "[all/privs/<cmd>]",

View File

@ -1043,25 +1043,21 @@ mgfractal_np_cave2 (Mapgen fractal cave2 noise parameters) noise_params 0, 12, (
# Flags that are not specified in the flag string are not modified from the default.
# Flags starting with "no" are used to explicitly disable them.
# "altitude_chill" makes higher elevations colder, which may cause biome issues.
# "fast" produces softer terrain, more quickly
# "humid_rivers" modifies the humidity around rivers and in areas where water would tend to pool. It may interfere with delicately adjusted biomes.
# "rugged" and "cliffs" do nothing unless "fast" is enabled
mg_valleys_spflags (Valleys C Flags) flags altitude_chill,cliffs,humid_rivers,nofast,rugged altitude_chill,noaltitude_chill,cliffs,nocliffs,fast,nofast,humid_rivers,nohumid_rivers,rugged,norugged
mg_valleys_spflags (Valleys C Flags) flags altitude_chill,humid_rivers altitude_chill,noaltitude_chill,humid_rivers,nohumid_rivers
# The altitude at which temperature drops by 20C
mg_valleys_altitude_chill (Altitude Chill) int 90
# Average humidity
mg_valleys_humidity (Humidity) int 50
# Depth below which you'll find large caves.
mg_valleys_large_cave_depth (Large cave depth) int -33
# The highest humidity around rivers in otherwise dry areas
mg_valleys_humidity_break_point (Humidity Break) int 65
# Creates unpredictable lava features in caves.
# These can make mining difficult. Zero disables them. (0-10)
mg_valleys_lava_features (Lava Features) int 0
# Maximum altitude where lava can emerge
mg_valleys_lava_max_height (Lava Height) int 0
# Maximum altitude where water occurs in caves (and tends to fall out)
mg_valleys_cave_water_max_height (Cave Water Height) int 31000
# Depth below which you'll find massive caves.
mg_valleys_massive_cave_depth (Massive cave depth) int -256
# How deep to make rivers
mg_valleys_river_depth (River Depth) int 4
@ -1069,33 +1065,28 @@ mg_valleys_river_depth (River Depth) int 4
# How wide to make rivers
mg_valleys_river_size (River Size) int 5
# Average temperature
mg_valleys_temperature (Temperature) int 50
# How often water occurs in caves (0-10)
mg_valleys_water_features (Water Features) int 3
# Creates unpredictable water features in caves.
# These can make mining difficult. Zero disables them. (0-10)
mg_valleys_water_features (Water Features) int 0
# Noise parameters
[****Noises]
# Cliff noise
mg_valleys_np_cliffs (Cliffs) noise_params 0, 1, (750, 750, 750), 8445, 5, 1.0, 2.0
# Caves and tunnels form at the intersection of the two noises
mg_valleys_np_cave1 (Cave noise #1) noise_params 0, 12, (100, 100, 100), 52534, 4, 0.5, 2.0
# Mountain corrugation
mg_valleys_np_corr (Corrugation) noise_params 0, 1, (40, 40, 40), -3536, 4, 1.0, 2.0
# Caves and tunnels form at the intersection of the two noises
mg_valleys_np_cave2 (Cave noise #2) noise_params 0, 12, (100, 100, 100), 10325, 4, 0.5, 2.0
# The depth of dirt or other filler
mg_valleys_np_filler_depth (Filler Depth) noise_params 0, 1.2, (256, 256, 256), 1605, 3, 0.5, 2.0
# Massive caves form here.
mg_valleys_np_massive_caves (Massive cave noise) noise_params 0, 1, (768, 256, 768), 59033, 6, 0.63, 2.0
# River noise -- rivers occur close to zero
mg_valleys_np_rivers (River Noise) noise_params 0, 1, (256, 256, 256), -6050, 5, 0.6, 2.0
# Caves and tunnels form at the intersection of the two noises
mg_valleys_np_simple_caves_1 (Simple Caves #1) noise_params 0, 1, v3f(64, 64, 64), -8402, 3, 0.5, 2.0
# Caves and tunnels form at the intersection of the two noises
mg_valleys_np_simple_caves_2 (Simple Caves #2) noise_params 0, 1, v3f(64, 64, 64), 3944, 3, 0.5, 2.0
# Base terrain height
mg_valleys_np_terrain_height (Terrain Height) noise_params -10, 50, (1024, 1024, 1024), 5202, 6, 0.4, 2.0

View File

@ -1315,31 +1315,28 @@
#### Mapgen Valleys
#mg_valleys_spflags = altitude_chill,cliffs,humid_rivers,nofast,rugged
#mg_valleys_spflags = altitude_chill,humid_rivers
# "altitude_chill" makes higher elevations colder, which may cause biome issues.
# "fast" produces softer terrain, more quickly
# "humid_rivers" modifies the humidity around rivers and in areas where water would tend to pool. It may interfere with delicately adjusted biomes.
# "rugged" and "cliffs" do nothing unless "fast" is enabled
#
#mg_valleys_altitude_chill = 90 # the altitude at which temperature drops by 20C
#mg_valleys_cave_water_max_height = 31000 # max altitude of water in caves
#mg_valleys_humidity = 50 # the average humidity
#mg_valleys_humidity_break_point = 65 # The highest humidity around rivers in otherwise dry areas
#mg_valleys_lava_max_height = 0 # maximum altitude of lava
#mg_valleys_large_cave_depth = -33 # Depth below which you'll find large caves.
#mg_valleys_lava_features = 0 # Creates unpredictable lava features in caves. These can make mining difficult. Zero disables them. (0-10)
#mg_valleys_massive_cave_depth = -256 # Depth below which you'll find massive caves.
#mg_valleys_river_depth = 4 # how deep to make rivers
#mg_valleys_river_size = 5 # how wide to make rivers
#mg_valleys_temperature = 50 # the average temperature
#mg_valleys_water_features = 3 # how often water occurs in caves (0-10)
#mg_valleys_water_features = 0 # Creates unpredictable water features in caves. These can make mining difficult. Zero disables them. (0-10)
#
#mg_valleys_np_cliffs = 0, 1, (750, 750, 750), 8445, 5, 1.0, 2.0
#mg_valleys_np_corr = 0, 1, (40, 40, 40), -3536, 4, 1.0, 2.0
#mg_valleys_np_filler_depth = 0, 1.2, (256, 256, 256), 1605, 3, 0.5, 2.0
#
# River noise -- rivers occur close to zero
#mg_valleys_np_rivers = 0, 1, (256, 256, 256), -6050, 5, 0.6, 2.0
#
#mg_valleys_np_simple_caves_1 = 0, 1, v3f(64, 64, 64), -8402, 3, 0.5, 2.0
#mg_valleys_np_simple_caves_2 = 0, 1, v3f(64, 64, 64), 3944, 3, 0.5, 2.0
# Caves and tunnels form at the intersection of the two noises
#mg_valleys_np_cave1 = 0, 12, (100, 100, 100), 52534, 4, 0.5, 2.0
#mg_valleys_np_cave2 = 0, 12, (100, 100, 100), 10325, 4, 0.5, 2.0
#
#mg_valleys_np_massive_caves = 0, 1, (768, 256, 768), 59033, 6, 0.63, 2 # Massive caves form here.
#
# Base terrain height
#mg_valleys_np_terrain_height = -10, 50, (1024, 1024, 1024), 5202, 6, 0.4, 2.0

View File

@ -323,20 +323,16 @@ void MapgenFlat::makeChunk(BlockMakeData *data)
void MapgenFlat::calculateNoise()
{
//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
int x = node_min.X;
int y = node_min.Y - 1;
int z = node_min.Z;
s16 x = node_min.X;
s16 z = node_min.Z;
if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
noise_terrain->perlinMap2D(x, z);
// Cave noises are calculated in generateCaves()
// only if solid terrain is present in mapchunk
noise_filler_depth->perlinMap2D(x, z);
if (flags & MG_CAVES) {
noise_cave1->perlinMap3D(x, y, z);
noise_cave2->perlinMap3D(x, y, z);
}
noise_heat->perlinMap2D(x, z);
noise_humidity->perlinMap2D(x, z);
noise_heat_blend->perlinMap2D(x, z);
@ -550,41 +546,45 @@ void MapgenFlat::dustTopNodes()
void MapgenFlat::generateCaves(s16 max_stone_y)
{
if (max_stone_y >= node_min.Y) {
v3s16 em = vm->m_area.getExtent();
u32 index2d = 0;
u32 index3d;
if (max_stone_y < node_min.Y)
return;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
bool open = false; // Is column open to overground
u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
(x - node_min.X);
// Biome of column
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
content_t c = vm->m_data[vi].getContent();
if (c == CONTENT_AIR || c == biome->c_water_top ||
c == biome->c_water) {
open = true;
continue;
}
// Ground
float d1 = contour(noise_cave1->result[index3d]);
float d2 = contour(noise_cave2->result[index3d]);
if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
// In tunnel and ground content, excavate
vm->m_data[vi] = MapNode(CONTENT_AIR);
} else if (open && (c == biome->c_filler || c == biome->c_stone)) {
// Tunnel entrance floor
vm->m_data[vi] = MapNode(biome->c_top);
open = false;
} else {
open = false;
}
v3s16 em = vm->m_area.getExtent();
u32 index2d = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
bool column_is_open = false; // Is column open to overground
u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
u32 index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
(x - node_min.X);
// Biome of column
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
content_t c = vm->m_data[vi].getContent();
if (c == CONTENT_AIR || c == biome->c_water_top ||
c == biome->c_water) {
column_is_open = true;
continue;
}
// Ground
float d1 = contour(noise_cave1->result[index3d]);
float d2 = contour(noise_cave2->result[index3d]);
if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
// In tunnel and ground content, excavate
vm->m_data[vi] = MapNode(CONTENT_AIR);
} else if (column_is_open &&
(c == biome->c_filler || c == biome->c_stone)) {
// Tunnel entrance floor
vm->m_data[vi] = MapNode(biome->c_top);
column_is_open = false;
} else {
column_is_open = false;
}
}
}

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@ -339,18 +339,15 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
void MapgenFractal::calculateNoise()
{
//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
int x = node_min.X;
int y = node_min.Y - 1;
int z = node_min.Z;
s16 x = node_min.X;
s16 z = node_min.Z;
noise_seabed->perlinMap2D(x, z);
// Cave noises are calculated in generateCaves()
// only if solid terrain is present in mapchunk
noise_filler_depth->perlinMap2D(x, z);
if (flags & MG_CAVES) {
noise_cave1->perlinMap3D(x, y, z);
noise_cave2->perlinMap3D(x, y, z);
}
noise_heat->perlinMap2D(x, z);
noise_humidity->perlinMap2D(x, z);
noise_heat_blend->perlinMap2D(x, z);
@ -673,41 +670,45 @@ void MapgenFractal::dustTopNodes()
void MapgenFractal::generateCaves(s16 max_stone_y)
{
if (max_stone_y >= node_min.Y) {
v3s16 em = vm->m_area.getExtent();
u32 index2d = 0;
u32 index3d;
if (max_stone_y < node_min.Y)
return;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
bool open = false; // Is column open to overground
u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
(x - node_min.X);
// Biome of column
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
content_t c = vm->m_data[vi].getContent();
if (c == CONTENT_AIR || c == biome->c_water_top ||
c == biome->c_water) {
open = true;
continue;
}
// Ground
float d1 = contour(noise_cave1->result[index3d]);
float d2 = contour(noise_cave2->result[index3d]);
if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
// In tunnel and ground content, excavate
vm->m_data[vi] = MapNode(CONTENT_AIR);
} else if (open && (c == biome->c_filler || c == biome->c_stone)) {
// Tunnel entrance floor
vm->m_data[vi] = MapNode(biome->c_top);
open = false;
} else {
open = false;
}
v3s16 em = vm->m_area.getExtent();
u32 index2d = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
bool column_is_open = false; // Is column open to overground
u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
u32 index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
(x - node_min.X);
// Biome of column
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
content_t c = vm->m_data[vi].getContent();
if (c == CONTENT_AIR || c == biome->c_water_top ||
c == biome->c_water) {
column_is_open = true;
continue;
}
// Ground
float d1 = contour(noise_cave1->result[index3d]);
float d2 = contour(noise_cave2->result[index3d]);
if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
// In tunnel and ground content, excavate
vm->m_data[vi] = MapNode(CONTENT_AIR);
} else if (column_is_open &&
(c == biome->c_filler || c == biome->c_stone)) {
// Tunnel entrance floor
vm->m_data[vi] = MapNode(biome->c_top);
column_is_open = false;
} else {
column_is_open = false;
}
}
}

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@ -322,18 +322,16 @@ void MapgenV5::makeChunk(BlockMakeData *data)
void MapgenV5::calculateNoise()
{
//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
int x = node_min.X;
int y = node_min.Y - 1;
int z = node_min.Z;
s16 x = node_min.X;
s16 y = node_min.Y - 1;
s16 z = node_min.Z;
noise_factor->perlinMap2D(x, z);
noise_height->perlinMap2D(x, z);
noise_ground->perlinMap3D(x, y, z);
if (flags & MG_CAVES) {
noise_cave1->perlinMap3D(x, y, z);
noise_cave2->perlinMap3D(x, y, z);
}
// Cave noises are calculated in generateCaves()
// only if solid terrain is present in mapchunk
noise_filler_depth->perlinMap2D(x, z);
noise_heat->perlinMap2D(x, z);
@ -377,9 +375,9 @@ int MapgenV5::generateBaseTerrain()
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 i = vm->m_area.index(node_min.X, y, z);
for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
if (vm->m_data[i].getContent() != CONTENT_IGNORE)
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];
@ -391,11 +389,11 @@ int MapgenV5::generateBaseTerrain()
if (noise_ground->result[index] * f < y - h) {
if (y <= water_level)
vm->m_data[i] = MapNode(c_water_source);
vm->m_data[vi] = MapNode(c_water_source);
else
vm->m_data[i] = MapNode(CONTENT_AIR);
vm->m_data[vi] = MapNode(CONTENT_AIR);
} else {
vm->m_data[i] = MapNode(c_stone);
vm->m_data[vi] = MapNode(c_stone);
if (y > stone_surface_max_y)
stone_surface_max_y = y;
}
@ -508,22 +506,26 @@ MgStoneType MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
void MapgenV5::generateCaves(int max_stone_y)
{
if (max_stone_y >= node_min.Y) {
u32 index = 0;
if (max_stone_y < node_min.Y)
return;
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 i = vm->m_area.index(node_min.X, y, z);
for (s16 x = node_min.X; x <= node_max.X; x++, i++, index++) {
float d1 = contour(noise_cave1->result[index]);
float d2 = contour(noise_cave2->result[index]);
if (d1 * d2 > 0.125f) {
content_t c = vm->m_data[i].getContent();
if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
continue;
noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
vm->m_data[i] = MapNode(CONTENT_AIR);
}
u32 index = 0;
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++) {
float d1 = contour(noise_cave1->result[index]);
float d2 = contour(noise_cave2->result[index]);
if (d1 * d2 > 0.125f) {
content_t c = vm->m_data[vi].getContent();
if (!ndef->get(c).is_ground_content || c == CONTENT_AIR)
continue;
vm->m_data[vi] = MapNode(CONTENT_AIR);
}
}
}

View File

@ -345,9 +345,9 @@ void MapgenV7::makeChunk(BlockMakeData *data)
void MapgenV7::calculateNoise()
{
//TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
int x = node_min.X;
int y = node_min.Y - 1;
int z = node_min.Z;
s16 x = node_min.X;
s16 y = node_min.Y - 1;
s16 z = node_min.Z;
noise_terrain_persist->perlinMap2D(x, z);
float *persistmap = noise_terrain_persist->result;
@ -356,17 +356,16 @@ void MapgenV7::calculateNoise()
noise_terrain_alt->perlinMap2D(x, z, persistmap);
noise_height_select->perlinMap2D(x, z);
if (flags & MG_CAVES) {
noise_cave1->perlinMap3D(x, y, z);
noise_cave2->perlinMap3D(x, y, z);
}
if ((spflags & MGV7_RIDGES) && node_max.Y >= water_level) {
noise_ridge->perlinMap3D(x, y, z);
noise_ridge_uwater->perlinMap2D(x, z);
}
// Cave noises are calculated in generateCaves()
// only if solid terrain is present in mapchunk
// Mountain noises are calculated in generateMountainTerrain()
// only if solid terrain surface dips into mapchunk
noise_filler_depth->perlinMap2D(x, z);
noise_heat->perlinMap2D(x, z);
@ -527,17 +526,17 @@ void MapgenV7::generateBaseTerrain(s16 *stone_surface_min_y, s16 *stone_surface_
if (surface_y > surface_max_y)
surface_max_y = surface_y;
u32 i = vm->m_area.index(x, node_min.Y - 1, z);
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[i].getContent() == CONTENT_IGNORE) {
if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
if (y <= surface_y)
vm->m_data[i] = n_stone;
vm->m_data[vi] = n_stone;
else if (y <= water_level)
vm->m_data[i] = n_water;
vm->m_data[vi] = n_water;
else
vm->m_data[i] = n_air;
vm->m_data[vi] = n_air;
}
vm->m_area.add_y(em, i, 1);
vm->m_area.add_y(em, vi, 1);
}
}
@ -585,7 +584,7 @@ void MapgenV7::generateRidgeTerrain()
MapNode n_water(c_water_source);
MapNode n_air(CONTENT_AIR);
u32 index = 0;
float width = 0.2; // TODO: figure out acceptable perlin noise values
float width = 0.2;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
@ -862,41 +861,45 @@ void MapgenV7::addTopNodes()
void MapgenV7::generateCaves(s16 max_stone_y)
{
if (max_stone_y >= node_min.Y) {
v3s16 em = vm->m_area.getExtent();
u32 index2d = 0;
u32 index3d;
if (max_stone_y < node_min.Y)
return;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
bool open = false; // Is column open to overground
u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
(x - node_min.X);
// Biome of column
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
content_t c = vm->m_data[vi].getContent();
if (c == CONTENT_AIR || c == biome->c_water_top ||
c == biome->c_water) {
open = true;
continue;
}
// Ground
float d1 = contour(noise_cave1->result[index3d]);
float d2 = contour(noise_cave2->result[index3d]);
if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
// In tunnel and ground content, excavate
vm->m_data[vi] = MapNode(CONTENT_AIR);
} else if (open && (c == biome->c_filler || c == biome->c_stone)) {
// Tunnel entrance floor
vm->m_data[vi] = MapNode(biome->c_top);
open = false;
} else {
open = false;
}
v3s16 em = vm->m_area.getExtent();
u32 index2d = 0;
for (s16 z = node_min.Z; z <= node_max.Z; z++)
for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
bool column_is_open = false; // Is column open to overground
u32 vi = vm->m_area.index(x, node_max.Y + 1, z);
u32 index3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride +
(x - node_min.X);
// Biome of column
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index2d]);
for (s16 y = node_max.Y + 1; y >= node_min.Y - 1;
y--, index3d -= ystride, vm->m_area.add_y(em, vi, -1)) {
content_t c = vm->m_data[vi].getContent();
if (c == CONTENT_AIR || c == biome->c_water_top ||
c == biome->c_water) {
column_is_open = true;
continue;
}
// Ground
float d1 = contour(noise_cave1->result[index3d]);
float d2 = contour(noise_cave2->result[index3d]);
if (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
// In tunnel and ground content, excavate
vm->m_data[vi] = MapNode(CONTENT_AIR);
} else if (column_is_open &&
(c == biome->c_filler || c == biome->c_stone)) {
// Tunnel entrance floor
vm->m_data[vi] = MapNode(biome->c_top);
column_is_open = false;
} else {
column_is_open = false;
}
}
}

View File

@ -6,7 +6,7 @@ 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.
and mapgen_v7, mapgen_flat by kwolekr and paramat.
Licensing changed by permission of Gael de Sailly.
@ -25,7 +25,6 @@ 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"
@ -43,6 +42,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mg_ore.h"
#include "mg_decoration.h"
#include "mapgen_valleys.h"
#include "cavegen.h"
//#undef NDEBUG
//#include "assert.h"
@ -55,12 +56,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
//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}
{"altitude_chill", MG_VALLEYS_ALT_CHILL},
{"humid_rivers", MG_VALLEYS_HUMID_RIVERS},
{NULL, 0}
};
///////////////////////////////////////////////////////////////////////////////
@ -82,28 +80,31 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *
this->heatmap = NULL;
this->humidmap = NULL;
this->map_gen_limit = MYMIN(MAX_MAP_GENERATION_LIMIT,
g_settings->getU16("map_generation_limit"));
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));
this->altitude_chill = sp->altitude_chill;
this->humidity_adjust = params->np_biome_humidity.offset - 50.f;
this->large_cave_depth = sp->large_cave_depth;
this->lava_features_lim = rangelim(sp->lava_features, 0, 10);
this->massive_cave_depth = sp->massive_cave_depth;
this->river_depth_bed = sp->river_depth + 1.f;
this->river_size_factor = sp->river_size / 100.f;
this->water_features_lim = rangelim(sp->water_features, 0, 10);
// a small chance of overflows if the settings are very high
this->cave_water_max_height = water_level + MYMAX(0, water_features_lim - 4) * 50;
this->lava_max_height = water_level + MYMAX(0, lava_features_lim - 4) * 50;
tcave_cache = new float[csize.Y + 2];
//// 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);
@ -111,15 +112,11 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *
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);
noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 2, csize.Z);
noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 2, csize.Z);
noise_inter_valley_fill = new Noise(&sp->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z);
noise_massive_caves = new Noise(&sp->np_massive_caves, 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);
@ -161,8 +158,8 @@ MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *
MapgenValleys::~MapgenValleys()
{
delete noise_cliffs;
delete noise_corr;
delete noise_cave1;
delete noise_cave2;
delete noise_filler_depth;
delete noise_heat;
delete noise_heat_blend;
@ -171,45 +168,39 @@ MapgenValleys::~MapgenValleys()
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_massive_caves;
delete noise_terrain_height;
delete noise_valley_depth;
delete noise_valley_profile;
delete[] heightmap;
delete[] biomemap;
delete[] heightmap;
delete[] tcave_cache;
}
MapgenValleysParams::MapgenValleysParams()
{
spflags = MG_VALLEYS_CLIFFS | MG_VALLEYS_RUGGED
| MG_VALLEYS_HUMID_RIVERS | MG_VALLEYS_ALT_CHILL;
spflags = 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.
altitude_chill = 90; // The altitude at which temperature drops by 20C.
large_cave_depth = -33;
lava_features = 0; // How often water will occur in caves.
massive_cave_depth = -256; // highest altitude of massive caves
river_depth = 4; // How deep to carve river channels.
river_size = 5; // How wide to make rivers.
water_features = 0; // 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);
np_cave1 = NoiseParams(0, 12, v3f(96, 96, 96), 52534, 4, 0.5, 2.0);
np_cave2 = NoiseParams(0, 12, v3f(96, 96, 96), 10325, 4, 0.5, 2.0);
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_massive_caves = NoiseParams(0.f, 1.f, v3f(768, 256, 768), 59033, 6, 0.63f, 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);
}
@ -217,24 +208,21 @@ 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->getU16NoEx("mg_valleys_altitude_chill", altitude_chill);
settings->getS16NoEx("mg_valleys_large_cave_depth", large_cave_depth);
settings->getU16NoEx("mg_valleys_lava_features", lava_features);
settings->getS16NoEx("mg_valleys_massive_cave_depth", massive_cave_depth);
settings->getU16NoEx("mg_valleys_river_depth", river_depth);
settings->getU16NoEx("mg_valleys_river_size", river_size);
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_cave1", np_cave1);
settings->getNoiseParams("mg_valleys_np_cave2", np_cave2);
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_massive_caves", np_massive_caves);
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);
@ -245,24 +233,21 @@ 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->setU16("mg_valleys_altitude_chill", altitude_chill);
settings->setS16("mg_valleys_large_cave_depth", large_cave_depth);
settings->setU16("mg_valleys_lava_features", lava_features);
settings->setS16("mg_valleys_massive_cave_depth", massive_cave_depth);
settings->setU16("mg_valleys_river_depth", river_depth);
settings->setU16("mg_valleys_river_size", river_size);
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_cave1", np_cave1);
settings->setNoiseParams("mg_valleys_np_cave2", np_cave2);
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_massive_caves", np_massive_caves);
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);
@ -313,7 +298,7 @@ void MapgenValleys::makeChunk(BlockMakeData *data)
// Cave creation.
if (flags & MG_CAVES)
generateSimpleCaves(stone_surface_max_y);
generateCaves(stone_surface_max_y);
// Dungeon creation
if ((flags & MG_DUNGEONS) && node_max.Y < 50 && (stone_surface_max_y >= node_min.Y)) {
@ -410,28 +395,12 @@ void MapgenValleys::calculateNoise()
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);
}
noise_inter_valley_fill->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];
}
@ -442,45 +411,28 @@ void MapgenValleys::calculateNoise()
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];
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];
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];
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.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;
heatmap = noise_heat->result;
humidmap = noise_humidity->result;
}
@ -489,11 +441,9 @@ void MapgenValleys::calculateNoise()
// 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);
float valley_d = MYSQUARE(*tn->valley);
// valley_d is here because terrain is generally higher where valleys
// are deep (mountains). base represents the height of the
@ -501,14 +451,17 @@ float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
float base = tn->terrain_height + valley_d;
// "river" represents the distance from the river, in arbitrary units.
float river = fabs(*tn->rivers) - river_size;
float river = fabs(*tn->rivers) - river_size_factor;
// 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.
// Use the curve of the function 1-exp(-(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)));
{
float t = river / tn->valley_profile;
*tn->valley = valley_d * (1.f - exp(- MYSQUARE(t)));
}
// approximate height of the terrain at this point
float mount = base + *tn->valley;
@ -520,36 +473,22 @@ float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
// 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)));
// Use the the function -sqrt(1-x^2) which models a circle.
float depth;
{
float t = river / river_size_factor + 1;
depth = (river_depth_bed * sqrt(MYMAX(0, 1.f - MYSQUARE(t))));
}
// 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);
// water_level - 6 : don't make rivers below 6 nodes under the surface
// There is no logical equivalent to this using rangelim.
mount = MYMIN(MYMAX(base - depth, (float) (water_level - 6)), 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;
}
@ -559,15 +498,14 @@ float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn)
float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn)
{
float mount = terrainLevelFromNoise(tn);
s16 y_start = myround(mount);
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);
for (s16 y = y_start; y <= y_start + 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;
}
if (fill * *tn->slope <= y - mount) {
mount = MYMAX(y - 1, mount);
break;
}
}
@ -575,40 +513,12 @@ float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn)
}
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;
}
int MapgenValleys::getGroundLevelAtPoint(v2s16 p)
{
// ***********************************************
// This method (deliberately) does not return correct
// terrain values. This may be a problem in the future.
// ***********************************************
// ***********************************
// This method (deliberately) does not
// return correct terrain values.
// ***********************************
// Since MT doesn't normally deal with rivers, check
// to make sure this isn't a request for a location
@ -616,7 +526,7 @@ int MapgenValleys::getGroundLevelAtPoint(v2s16 p)
float rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed);
// If it's wet, return an unusable number.
if (fabs(rivers) < river_size)
if (fabs(rivers) < river_size_factor)
return MAX_MAP_GENERATION_LIMIT;
// Otherwise, return the real result.
@ -632,25 +542,14 @@ float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z)
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.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);
}
@ -679,17 +578,13 @@ int MapgenValleys::generateTerrain()
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_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];
fill = noise_inter_valley_fill->result[index_3d];
if (vm->m_data[index_data].getContent() == CONTENT_IGNORE) {
bool river = (river_y > surface_y);
@ -697,14 +592,14 @@ int MapgenValleys::generateTerrain()
if (river && y == surface_y) {
// river bottom
vm->m_data[index_data] = n_sand;
} else if ((fast_terrain || river) && y <= surface_y) {
} else if (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) && round(fill * slope) >= y - surface_y) {
// ground (slow method)
} else if ((!river) && myround(fill * slope) >= y - surface_y) {
// ground
vm->m_data[index_data] = n_stone;
heightmap[index_2d] = surface_max_y = y;
} else if (y <= water_level) {
@ -716,23 +611,21 @@ int MapgenValleys::generateTerrain()
}
vm->m_area.add_y(em, index_data, 1);
if (!fast_terrain)
index_3d += ystride;
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]);
// Although the original valleys adjusts humidity by distance
// from seawater, this causes problems with the default biomes.
// Adjust only by freshwater proximity.
const float humidity_offset = 0.8f; // derived by testing
if (humid_rivers)
noise_humidity->result[index_2d] *= (1 + pow(0.5f, MYMAX((surface_max_y
- noise_rivers->result[index_2d]) / 3.f, 0.f))) * humidity_offset;
// 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);
}
// Assign the heat adjusted by altitude.
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;
@ -897,101 +790,158 @@ void MapgenValleys::dustTopNodes()
}
void MapgenValleys::generateSimpleCaves(s16 max_stone_y)
void MapgenValleys::generateCaves(s16 max_stone_y)
{
if (max_stone_y < node_min.Y)
return;
noise_cave1->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
noise_cave2->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
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));
// Cave blend distance near YMIN, YMAX
const float massive_cave_blend = 128.f;
// noise threshold for massive caves
const float massive_cave_threshold = 0.6f;
// mct: 1 = small rare caves, 0.5 1/3rd ground volume, 0 = 1/2 ground volume.
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);
float yblmin = -map_gen_limit + massive_cave_blend * 1.5f;
float yblmax = massive_cave_depth - massive_cave_blend * 1.5f;
bool made_a_big_one = false;
index_3d = (z - node_min.Z) * zstride + (csize.Y + 1) * ystride + (x - node_min.X);
// Cache the tcave values as they only vary by altitude.
if (node_max.Y <= massive_cave_depth) {
noise_massive_caves->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
// 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];
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
float tcave = massive_cave_threshold;
// Saves some time and prevents removing above ground nodes.
if (y > terrain + 1) {
air_above = true;
continue;
}
if (y < yblmin) {
float t = (yblmin - y) / massive_cave_blend;
tcave += MYSQUARE(t);
} else if (y > yblmax) {
float t = (y - yblmax) / massive_cave_blend;
tcave += MYSQUARE(t);
}
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);
tcave_cache[y - node_min.Y + 1] = tcave;
}
}
// 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.
// lava_depth varies between one and ten as you approach
// the bottom of the world.
s16 lava_depth = ceil((lava_max_height - node_min.Y + 1) * 10.f / map_gen_limit);
// This allows random lava spawns to be less common at the surface.
s16 lava_chance = MYCUBE(lava_features_lim) * lava_depth;
// water_depth varies between ten and one on the way down.
s16 water_depth = ceil((map_gen_limit - abs(node_min.Y) + 1) * 10.f / map_gen_limit);
// This allows random water spawns to be more common at the surface.
s16 water_chance = MYCUBE(water_features_lim) * water_depth;
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);
// Reduce the odds of overflows even further.
if (node_max.Y > water_level) {
lava_chance /= 3;
water_chance /= 3;
}
if (sr > (terrain - y) * 25) {
// Put dirt in caves near the surface.
Biome *biome = (Biome *)bmgr->getRaw(biomemap[index_2d]);
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++) {
Biome *biome = (Biome *)bmgr->getRaw(biomemap[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.
if (y > terrain + 10) {
air_above = true;
continue;
} else if (y < terrain - 40) {
underground = true;
}
// Dig massive caves.
if (node_max.Y <= massive_cave_depth
&& noise_massive_caves->result[index_3d]
> tcave_cache[y - node_min.Y + 1]) {
vm->m_data[index_data] = n_air;
made_a_big_one = true;
}
content_t c = vm->m_data[index_data].getContent();
float d1 = contour(noise_cave1->result[index_3d]);
float d2 = contour(noise_cave2->result[index_3d]);
// River water is 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 (d1 * d2 > 0.3f && ndef->get(c).is_ground_content) {
// in a cave
vm->m_data[index_data] = n_air;
air_above = true;
} else if (air_above && (c == biome->c_filler || c == biome->c_stone)) {
// at the cave floor
s16 sr = ps.range(0,39);
u32 j = index_data;
vm->m_area.add_y(em, j, 1);
if (sr > terrain - y) {
// Put dirt in caves near the surface.
if (underground)
vm->m_data[index_data] = MapNode(biome->c_filler);
} else {
s16 lava_chance = 0;
else
vm->m_data[index_data] = MapNode(biome->c_top);
} else if (sr < 3 && underground) {
sr = abs(ps.next());
if (lava_features_lim > 0 && y <= lava_max_height
&& c == biome->c_stone && sr < lava_chance)
vm->m_data[j] = n_lava;
if (y <= lava_max_height && c == c_stone) {
// Lava spawns increase with depth.
lava_chance = ceil((lava_max_height - y + 1) / 10000);
sr -= lava_chance;
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 sr < 0 then we should have already placed lava --
// don't immediately dump water on it.
if (water_features_lim > 0 && y <= cave_water_max_height
&& sr >= 0 && sr < water_chance)
vm->m_data[j] = n_water;
}
// If we're not in a cave, there's no open space.
if (!(n1 && n2))
air_above = false;
air_above = false;
underground = true;
} else if (c == biome->c_filler || c == biome->c_stone) {
air_above = false;
underground = true;
} else {
air_above = false;
}
}
}
if (node_max.Y <= large_cave_depth && (!made_a_big_one)) {
u32 bruises_count = ps.range(0, 2);
for (u32 i = 0; i < bruises_count; i++) {
CaveV5 cave(this, &ps);
cave.makeCave(node_min, node_max, max_stone_y);
}
}
}

View File

@ -31,11 +31,12 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mapgen.h"
/////////////////// Mapgen Valleys flags
#define MG_VALLEYS_ALT_CHILL 0x01
#define MG_VALLEYS_CLIFFS 0x02
#define MG_VALLEYS_FAST 0x04
#define MG_VALLEYS_HUMID_RIVERS 0x08
#define MG_VALLEYS_RUGGED 0x10
#define MG_VALLEYS_ALT_CHILL 0x01
#define MG_VALLEYS_HUMID_RIVERS 0x02
// Feed only one variable into these.
#define MYSQUARE(x) (x) * (x)
#define MYCUBE(x) (x) * (x) * (x)
class BiomeManager;
@ -47,28 +48,25 @@ class BiomeManager;
struct MapgenValleysParams : public MapgenSpecificParams {
u32 spflags;
s16 large_cave_depth;
s16 massive_cave_depth;
u16 altitude_chill;
s16 cave_water_max_height;
s16 humidity;
s16 humidity_break_point;
s16 lava_max_height;
u16 lava_features;
u16 river_depth;
u16 river_size;
s16 temperature;
u16 water_features;
NoiseParams np_biome_heat;
NoiseParams np_biome_heat_blend;
NoiseParams np_biome_humidity;
NoiseParams np_biome_humidity_blend;
NoiseParams np_cliffs;
NoiseParams np_corr;
NoiseParams np_cave1;
NoiseParams np_cave2;
NoiseParams np_filler_depth;
NoiseParams np_inter_valley_fill;
NoiseParams np_inter_valley_slope;
NoiseParams np_rivers;
NoiseParams np_simple_caves_1;
NoiseParams np_simple_caves_2;
NoiseParams np_massive_caves;
NoiseParams np_terrain_height;
NoiseParams np_valley_depth;
NoiseParams np_valley_profile;
@ -89,8 +87,6 @@ struct TerrainNoise {
float valley_profile;
float *slope;
float inter_valley_fill;
float cliffs;
float corr;
};
class MapgenValleys : public Mapgen {
@ -102,6 +98,8 @@ public:
virtual void makeChunk(BlockMakeData *data);
int getGroundLevelAtPoint(v2s16 p);
s16 large_cave_depth;
private:
EmergeManager *m_emerge;
BiomeManager *bmgr;
@ -109,10 +107,9 @@ private:
int ystride;
int zstride;
float map_gen_limit;
u32 spflags;
bool cliff_terrain;
bool fast_terrain;
bool rugged_terrain;
bool humid_rivers;
bool use_altitude_chill;
@ -123,8 +120,8 @@ private:
Noise *noise_filler_depth;
Noise *noise_cliffs;
Noise *noise_corr;
Noise *noise_cave1;
Noise *noise_cave2;
Noise *noise_heat;
Noise *noise_heat_blend;
Noise *noise_humidity;
@ -132,21 +129,21 @@ private:
Noise *noise_inter_valley_fill;
Noise *noise_inter_valley_slope;
Noise *noise_rivers;
Noise *noise_simple_caves_1;
Noise *noise_simple_caves_2;
Noise *noise_massive_caves;
Noise *noise_terrain_height;
Noise *noise_valley_depth;
Noise *noise_valley_profile;
float altitude_chill;
float cave_water_max_height;
s16 cave_water_max_height;
float humidity_adjust;
float humidity_break_point;
float lava_max_height;
float river_depth;
float river_size;
float temperature_adjust;
s16 water_features;
s16 lava_features_lim;
s16 lava_max_height;
s16 massive_cave_depth;
float river_depth_bed;
float river_size_factor;
float *tcave_cache;
s16 water_features_lim;
content_t c_cobble;
content_t c_desert_stone;
@ -176,7 +173,7 @@ private:
MgStoneType generateBiomes(float *heat_map, float *humidity_map);
void dustTopNodes();
void generateSimpleCaves(s16 max_stone_y);
void generateCaves(s16 max_stone_y);
};
struct MapgenFactoryValleys : public MapgenFactory {

View File

@ -1,22 +1,30 @@
#!/bin/bash -e
if [[ $CC == "clang" ]]; then
export PATH="/usr/bin/:$PATH"
sudo sh -c 'echo "deb http://ppa.launchpad.net/eudoxos/llvm-3.1/ubuntu precise main" >> /etc/apt/sources.list'
sudo apt-key adv --keyserver pool.sks-keyservers.net --recv-keys 92DE8183
if [[ $TRAVIS_OS_NAME == "linux" ]]; then
if [[ $CC == "clang" ]]; then
export PATH="/usr/bin/:$PATH"
sudo sh -c 'echo "deb http://ppa.launchpad.net/eudoxos/llvm-3.1/ubuntu precise main" >> /etc/apt/sources.list'
sudo apt-key adv --keyserver pool.sks-keyservers.net --recv-keys 92DE8183
sudo apt-get update
sudo apt-get install llvm-3.1
sudo apt-get install clang
fi
sudo apt-get update
sudo apt-get install llvm-3.1
sudo apt-get install clang
sudo apt-get install p7zip-full
fi
sudo apt-get update
sudo apt-get install p7zip-full
if [[ $PLATFORM == "Linux" ]]; then
sudo apt-get install libirrlicht-dev cmake libbz2-dev libpng12-dev \
libjpeg-dev libxxf86vm-dev libgl1-mesa-dev libsqlite3-dev \
libhiredis-dev libogg-dev libgmp-dev libvorbis-dev libopenal-dev gettext
# Linking to LevelDB is broken, use a custom build
wget http://minetest.kitsunemimi.pw/libleveldb-1.18-ubuntu12.04.7z
sudo 7z x -o/usr libleveldb-1.18-ubuntu12.04.7z
if [[ $PLATFORM == "Unix" ]]; then
if [[ $TRAVIS_OS_NAME == "linux" ]]; then
sudo apt-get install libirrlicht-dev cmake libbz2-dev libpng12-dev \
libjpeg-dev libxxf86vm-dev libgl1-mesa-dev libsqlite3-dev \
libhiredis-dev libogg-dev libgmp-dev libvorbis-dev libopenal-dev gettext
# Linking to LevelDB is broken, use a custom build
wget http://minetest.kitsunemimi.pw/libleveldb-1.18-ubuntu12.04.7z
sudo 7z x -o/usr libleveldb-1.18-ubuntu12.04.7z
else
brew update
brew install freetype gettext hiredis irrlicht jpeg leveldb libogg libvorbis luajit
fi
elif [[ $PLATFORM == "Win32" ]]; then
wget http://minetest.kitsunemimi.pw/mingw_w64_i686_ubuntu12.04_4.9.1.7z -O mingw.7z
sed -e "s|%PREFIX%|i686-w64-mingw32|" \
@ -30,4 +38,3 @@ elif [[ $PLATFORM == "Win64" ]]; then
< util/travis/toolchain_mingw.cmake.in > util/buildbot/toolchain_mingw64.cmake
sudo 7z x -y -o/usr mingw.7z
fi

View File

@ -1,6 +1,6 @@
#!/bin/bash -e
if [[ $PLATFORM == "Linux" ]]; then
if [[ $PLATFORM == "Unix" ]]; then
mkdir -p travisbuild
cd travisbuild
CMAKE_FLAGS='-DCMAKE_BUILD_TYPE=Debug \
@ -10,6 +10,9 @@ if [[ $PLATFORM == "Linux" ]]; then
if [[ $CC == "clang" ]]; then
CMAKE_FLAGS+=' -DENABLE_FREETYPE=FALSE'
fi
if [[ $TRAVIS_OS_NAME == "osx" ]]; then
CMAKE_FLAGS+=' -DCUSTOM_GETTEXT_PATH=/usr/local/opt/gettext'
fi
cmake $CMAKE_FLAGS ..
make -j2
echo "Running unit tests."