/* Minetest Valleys C Copyright (C) 2010-2015 kwolekr, Ryan Kwolek Copyright (C) 2010-2015 paramat, Matt Gregory Copyright (C) 2016 Duane Robertson Based on Valleys Mapgen by Gael de Sailly (https://forum.minetest.net/viewtopic.php?f=9&t=11430) and mapgen_v7, mapgen_flat by kwolekr and paramat. Licensing changed by permission of Gael de Sailly. This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "mapgen.h" #include "voxel.h" #include "noise.h" #include "mapblock.h" #include "mapnode.h" #include "map.h" #include "content_sao.h" #include "nodedef.h" #include "voxelalgorithms.h" #include "settings.h" // For g_settings #include "emerge.h" #include "dungeongen.h" #include "treegen.h" #include "mg_biome.h" #include "mg_ore.h" #include "mg_decoration.h" #include "mapgen_valleys.h" #include "cavegen.h" //#undef NDEBUG //#include "assert.h" //#include "util/timetaker.h" //#include "profiler.h" //static Profiler mapgen_prof; //Profiler *mapgen_profiler = &mapgen_prof; static FlagDesc flagdesc_mapgen_valleys[] = { {"altitude_chill", MGVALLEYS_ALT_CHILL}, {"humid_rivers", MGVALLEYS_HUMID_RIVERS}, {NULL, 0} }; /////////////////////////////////////////////////////////////////////////////// MapgenValleys::MapgenValleys(int mapgenid, MapgenParams *params, EmergeManager *emerge) : Mapgen(mapgenid, params, emerge) { this->m_emerge = emerge; this->bmgr = emerge->biomemgr; //// amount of elements to skip for the next index //// for noise/height/biome maps (not vmanip) this->ystride = csize.X; this->zstride = csize.X * (csize.Y + 2); // 1-down overgeneration this->zstride_1d = csize.X * (csize.Y + 1); this->biomemap = new u8[csize.X * csize.Z]; this->heightmap = new s16[csize.X * csize.Z]; 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->humid_rivers = (spflags & MGVALLEYS_HUMID_RIVERS); this->use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL); 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_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z); noise_inter_valley_slope = new Noise(&sp->np_inter_valley_slope, seed, csize.X, csize.Z); noise_rivers = new Noise(&sp->np_rivers, seed, csize.X, csize.Z); noise_terrain_height = new Noise(&sp->np_terrain_height, seed, csize.X, csize.Z); noise_valley_depth = new Noise(&sp->np_valley_depth, seed, csize.X, csize.Z); noise_valley_profile = new Noise(&sp->np_valley_profile, seed, csize.X, csize.Z); //// 3D Terrain noise // 1-up 1-down overgeneration noise_inter_valley_fill = new Noise(&sp->np_inter_valley_fill, seed, csize.X, csize.Y + 2, csize.Z); // 1-down overgeneraion noise_cave1 = new Noise(&sp->np_cave1, seed, csize.X, csize.Y + 1, csize.Z); noise_cave2 = new Noise(&sp->np_cave2, seed, csize.X, csize.Y + 1, csize.Z); noise_massive_caves = new Noise(&sp->np_massive_caves, seed, csize.X, csize.Y + 1, csize.Z); //// Biome noise noise_heat_blend = new Noise(¶ms->np_biome_heat_blend, seed, csize.X, csize.Z); noise_heat = new Noise(¶ms->np_biome_heat, seed, csize.X, csize.Z); noise_humidity_blend = new Noise(¶ms->np_biome_humidity_blend, seed, csize.X, csize.Z); noise_humidity = new Noise(¶ms->np_biome_humidity, seed, csize.X, csize.Z); //// Resolve nodes to be used INodeDefManager *ndef = emerge->ndef; c_cobble = ndef->getId("mapgen_cobble"); c_desert_stone = ndef->getId("mapgen_desert_stone"); c_dirt = ndef->getId("mapgen_dirt"); c_lava_source = ndef->getId("mapgen_lava_source"); c_mossycobble = ndef->getId("mapgen_mossycobble"); c_river_water_source = ndef->getId("mapgen_river_water_source"); c_sand = ndef->getId("mapgen_sand"); c_sandstonebrick = ndef->getId("mapgen_sandstonebrick"); c_sandstone = ndef->getId("mapgen_sandstone"); c_stair_cobble = ndef->getId("mapgen_stair_cobble"); c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick"); c_stone = ndef->getId("mapgen_stone"); c_water_source = ndef->getId("mapgen_water_source"); if (c_mossycobble == CONTENT_IGNORE) c_mossycobble = c_cobble; if (c_river_water_source == CONTENT_IGNORE) c_river_water_source = c_water_source; if (c_sand == CONTENT_IGNORE) c_sand = c_stone; if (c_sandstonebrick == CONTENT_IGNORE) c_sandstonebrick = c_sandstone; if (c_stair_cobble == CONTENT_IGNORE) c_stair_cobble = c_cobble; if (c_stair_sandstonebrick == CONTENT_IGNORE) c_stair_sandstonebrick = c_sandstone; } MapgenValleys::~MapgenValleys() { delete noise_cave1; delete noise_cave2; delete noise_filler_depth; delete noise_heat; delete noise_heat_blend; delete noise_humidity; delete noise_humidity_blend; delete noise_inter_valley_fill; delete noise_inter_valley_slope; delete noise_rivers; delete noise_massive_caves; delete noise_terrain_height; delete noise_valley_depth; delete noise_valley_profile; delete[] biomemap; delete[] heightmap; delete[] tcave_cache; } MapgenValleysParams::MapgenValleysParams() { spflags = MGVALLEYS_HUMID_RIVERS | MGVALLEYS_ALT_CHILL; 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_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); } 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_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_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_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); } 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_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_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_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); } /////////////////////////////////////// void MapgenValleys::makeChunk(BlockMakeData *data) { // Pre-conditions assert(data->vmanip); assert(data->nodedef); assert(data->blockpos_requested.X >= data->blockpos_min.X && data->blockpos_requested.Y >= data->blockpos_min.Y && data->blockpos_requested.Z >= data->blockpos_min.Z); assert(data->blockpos_requested.X <= data->blockpos_max.X && data->blockpos_requested.Y <= data->blockpos_max.Y && data->blockpos_requested.Z <= data->blockpos_max.Z); this->generating = true; this->vm = data->vmanip; this->ndef = data->nodedef; //TimeTaker t("makeChunk"); v3s16 blockpos_min = data->blockpos_min; v3s16 blockpos_max = data->blockpos_max; node_min = blockpos_min * MAP_BLOCKSIZE; node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1); full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE; full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1); blockseed = getBlockSeed2(full_node_min, seed); // Generate noise maps and base terrain height. calculateNoise(); // Generate base terrain with initial heightmaps s16 stone_surface_max_y = generateTerrain(); // Create biomemap at heightmap surface bmgr->calcBiomes(csize.X, csize.Z, heatmap, humidmap, heightmap, biomemap); // Actually place the biome-specific nodes MgStoneType stone_type = generateBiomes(heatmap, humidmap); // Cave creation. if (flags & MG_CAVES) generateCaves(stone_surface_max_y); // Dungeon creation if ((flags & MG_DUNGEONS) && node_max.Y < 50 && (stone_surface_max_y >= node_min.Y)) { DungeonParams dp; dp.np_rarity = nparams_dungeon_rarity; dp.np_density = nparams_dungeon_density; dp.np_wetness = nparams_dungeon_wetness; dp.c_water = c_water_source; if (stone_type == STONE) { dp.c_cobble = c_cobble; dp.c_moss = c_mossycobble; dp.c_stair = c_stair_cobble; dp.diagonal_dirs = false; dp.mossratio = 3.f; dp.holesize = v3s16(1, 2, 1); dp.roomsize = v3s16(0, 0, 0); dp.notifytype = GENNOTIFY_DUNGEON; } else if (stone_type == DESERT_STONE) { dp.c_cobble = c_desert_stone; dp.c_moss = c_desert_stone; dp.c_stair = c_desert_stone; dp.diagonal_dirs = true; dp.mossratio = 0.f; dp.holesize = v3s16(2, 3, 2); dp.roomsize = v3s16(2, 5, 2); dp.notifytype = GENNOTIFY_TEMPLE; } else if (stone_type == SANDSTONE) { dp.c_cobble = c_sandstonebrick; dp.c_moss = c_sandstonebrick; dp.c_stair = c_sandstonebrick; dp.diagonal_dirs = false; dp.mossratio = 0.f; dp.holesize = v3s16(2, 2, 2); dp.roomsize = v3s16(2, 0, 2); dp.notifytype = GENNOTIFY_DUNGEON; } DungeonGen dgen(this, &dp); dgen.generate(blockseed, full_node_min, full_node_max); } // Generate the registered decorations if (flags & MG_DECORATIONS) m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max); // Generate the registered ores m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max); // Sprinkle some dust on top after everything else was generated dustTopNodes(); //TimeTaker tll("liquid_lighting"); updateLiquid(&data->transforming_liquid, full_node_min, full_node_max); if (flags & MG_LIGHT) calcLighting( node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0), full_node_min, full_node_max); //mapgen_profiler->avg("liquid_lighting", tll.stop() / 1000.f); //mapgen_profiler->avg("makeChunk", t.stop() / 1000.f); this->generating = false; } // Populate the noise tables and do most of the // calculation necessary to determine terrain height. void MapgenValleys::calculateNoise() { //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO); int x = node_min.X; int y = node_min.Y - 1; int z = node_min.Z; //TimeTaker tcn("actualNoise"); noise_filler_depth->perlinMap2D(x, z); noise_heat_blend->perlinMap2D(x, z); noise_heat->perlinMap2D(x, z); noise_humidity_blend->perlinMap2D(x, z); noise_humidity->perlinMap2D(x, z); noise_inter_valley_slope->perlinMap2D(x, z); noise_rivers->perlinMap2D(x, z); noise_terrain_height->perlinMap2D(x, z); noise_valley_depth->perlinMap2D(x, z); noise_valley_profile->perlinMap2D(x, z); noise_inter_valley_fill->perlinMap3D(x, y, z); //mapgen_profiler->avg("noisemaps", tcn.stop() / 1000.f); float heat_offset = 0.f; float humidity_scale = 1.f; // Altitude chill tends to reduce the average heat. if (use_altitude_chill) heat_offset = 5.f; // River humidity tends to increase the humidity range. if (humid_rivers) { humidity_scale = 0.8f; } for (s32 index = 0; index < csize.X * csize.Z; index++) { noise_heat->result[index] += noise_heat_blend->result[index] + heat_offset; noise_humidity->result[index] *= humidity_scale; noise_humidity->result[index] += noise_humidity_blend->result[index]; } TerrainNoise tn; u32 index = 0; for (tn.z = node_min.Z; tn.z <= node_max.Z; tn.z++) for (tn.x = node_min.X; tn.x <= node_max.X; tn.x++, index++) { // The parameters that we actually need to generate terrain // are passed by address (and the return value). tn.terrain_height = noise_terrain_height->result[index]; // River noise is replaced with base terrain, which // is basically the height of the water table. tn.rivers = &noise_rivers->result[index]; // Valley depth noise is replaced with the valley // number that represents the height of terrain // over rivers and is used to determine about // how close a river is for humidity calculation. tn.valley = &noise_valley_depth->result[index]; tn.valley_profile = noise_valley_profile->result[index]; // Slope noise is replaced by the calculated slope // which is used to get terrain height in the slow // method, to create sharper mountains. tn.slope = &noise_inter_valley_slope->result[index]; tn.inter_valley_fill = noise_inter_valley_fill->result[index]; // This is the actual terrain height. float mount = terrainLevelFromNoise(&tn); noise_terrain_height->result[index] = mount; } heatmap = noise_heat->result; humidmap = noise_humidity->result; } // This keeps us from having to maintain two similar sets of // complicated code to determine ground level. float MapgenValleys::terrainLevelFromNoise(TerrainNoise *tn) { // The square function changes the behaviour of this noise: // very often small, and sometimes very high. 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 // rivers, most of the surface is above. float base = tn->terrain_height + valley_d; // "river" represents the distance from the river, in arbitrary units. float river = fabs(*tn->rivers) - river_size_factor; // 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. { 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; *tn->slope *= *tn->valley; // Rivers are placed where "river" is negative, so where the original // noise value is close to zero. // Base ground is returned as rivers since it's basically the water table. *tn->rivers = base; if (river < 0.f) { // Use the the function -sqrt(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 - 3 : don't make rivers below 3 nodes under the surface // We use three because that's as low as the swamp biomes go. // There is no logical equivalent to this using rangelim. mount = MYMIN(MYMAX(base - depth, (float)(water_level - 3)), mount); // Slope has no influence on rivers. *tn->slope = 0.f; } return mount; } // This avoids duplicating the code in terrainLevelFromNoise, adding // only the final step of terrain generation without a noise map. float MapgenValleys::adjustedTerrainLevelFromNoise(TerrainNoise *tn) { float mount = terrainLevelFromNoise(tn); s16 y_start = myround(mount); 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 = MYMAX(y - 1, mount); break; } } return mount; } int MapgenValleys::getSpawnLevelAtPoint(v2s16 p) { // Check to make sure this isn't a request for a location in a river. float rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed); if (fabs(rivers) < river_size_factor) return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point s16 level_at_point = terrainLevelAtPoint(p.X, p.Y); if (level_at_point <= water_level || level_at_point > water_level + 32) return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point else return level_at_point; } float MapgenValleys::terrainLevelAtPoint(s16 x, s16 z) { TerrainNoise tn; float rivers = NoisePerlin2D(&noise_rivers->np, x, z, seed); float valley = NoisePerlin2D(&noise_valley_depth->np, x, z, seed); float inter_valley_slope = NoisePerlin2D(&noise_inter_valley_slope->np, x, z, seed); tn.x = x; tn.z = z; tn.terrain_height = NoisePerlin2D(&noise_terrain_height->np, x, z, seed); tn.rivers = &rivers; tn.valley = &valley; tn.valley_profile = NoisePerlin2D(&noise_valley_profile->np, x, z, seed); tn.slope = &inter_valley_slope; tn.inter_valley_fill = 0.f; return adjustedTerrainLevelFromNoise(&tn); } int MapgenValleys::generateTerrain() { // Raising this reduces the rate of evaporation. static const float evaporation = 300.f; // from the lua static const float humidity_dropoff = 4.f; // constant to convert altitude chill (compatible with lua) to heat static const float alt_to_heat = 20.f; // humidity reduction by altitude static const float alt_to_humid = 10.f; MapNode n_air(CONTENT_AIR); MapNode n_river_water(c_river_water_source); MapNode n_sand(c_sand); MapNode n_stone(c_stone); MapNode n_water(c_water_source); v3s16 em = vm->m_area.getExtent(); s16 surface_max_y = -MAX_MAP_GENERATION_LIMIT; u32 index_2d = 0; for (s16 z = node_min.Z; z <= node_max.Z; z++) for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) { float river_y = noise_rivers->result[index_2d]; float surface_y = noise_terrain_height->result[index_2d]; float slope = noise_inter_valley_slope->result[index_2d]; float t_heat = noise_heat->result[index_2d]; heightmap[index_2d] = -MAX_MAP_GENERATION_LIMIT; if (surface_y > surface_max_y) surface_max_y = ceil(surface_y); if (humid_rivers) { // Derive heat from (base) altitude. This will be most correct // at rivers, since other surface heights may vary below. if (use_altitude_chill && (surface_y > 0.f || river_y > 0.f)) t_heat -= alt_to_heat * MYMAX(surface_y, river_y) / altitude_chill; // If humidity is low or heat is high, lower the water table. float delta = noise_humidity->result[index_2d] - 50.f; if (delta < 0.f) { float t_evap = (t_heat - 32.f) / evaporation; river_y += delta * MYMAX(t_evap, 0.08f); } } 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++) { if (vm->m_data[index_data].getContent() == CONTENT_IGNORE) { float fill = noise_inter_valley_fill->result[index_3d]; float surface_delta = (float)y - surface_y; bool river = y + 1 < river_y; if (fabs(surface_delta) <= 0.5f && y > water_level && river) { // river bottom vm->m_data[index_data] = n_sand; } else if (slope * fill > surface_delta) { // ground vm->m_data[index_data] = n_stone; if (y > heightmap[index_2d]) heightmap[index_2d] = y; if (y > surface_max_y) surface_max_y = y; } else if (y <= water_level) { // sea vm->m_data[index_data] = n_water; } else if (river) { // river vm->m_data[index_data] = n_river_water; } else { vm->m_data[index_data] = n_air; } } vm->m_area.add_y(em, index_data, 1); index_3d += ystride; } // This happens if we're generating a chunk that doesn't // contain the terrain surface, in which case, we need // to set heightmap to a value outside of the chunk, // to avoid confusing lua mods that use heightmap. if (heightmap[index_2d] == -MAX_MAP_GENERATION_LIMIT) { s16 surface_y_int = myround(surface_y); if (surface_y_int > node_max.Y + 1 || surface_y_int < node_min.Y - 1) { // If surface_y is outside the chunk, it's good enough. heightmap[index_2d] = surface_y_int; } else { // If the ground is outside of this chunk, but surface_y // is within the chunk, give a value outside. heightmap[index_2d] = node_min.Y - 2; } } if (humid_rivers) { // Use base ground (water table) in a riverbed, to // avoid an unnatural rise in humidity. float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]); float humid = noise_humidity->result[index_2d]; float water_depth = (t_alt - river_y) / humidity_dropoff; humid *= 1.f + pow(0.5f, MYMAX(water_depth, 1.f)); // Reduce humidity with altitude (ignoring riverbeds). // This is similar to the lua version's seawater adjustment, // but doesn't increase the base humidity, which causes // problems with the default biomes. if (t_alt > 0.f) humid -= alt_to_humid * t_alt / altitude_chill; noise_humidity->result[index_2d] = humid; } // Assign the heat adjusted by any changed altitudes. // The altitude will change about half the time. if (use_altitude_chill) { // ground height ignoring riverbeds float t_alt = MYMAX(noise_rivers->result[index_2d], (float)heightmap[index_2d]); if (humid_rivers && heightmap[index_2d] == (s16)myround(surface_y)) // The altitude hasn't changed. Use the first result. noise_heat->result[index_2d] = t_heat; else if (t_alt > 0.f) noise_heat->result[index_2d] -= alt_to_heat * t_alt / altitude_chill; } } return surface_max_y; } MgStoneType MapgenValleys::generateBiomes(float *heat_map, float *humidity_map) { v3s16 em = vm->m_area.getExtent(); u32 index = 0; MgStoneType stone_type = STONE; for (s16 z = node_min.Z; z <= node_max.Z; z++) for (s16 x = node_min.X; x <= node_max.X; x++, index++) { Biome *biome = NULL; u16 depth_top = 0; u16 base_filler = 0; u16 depth_water_top = 0; u32 vi = vm->m_area.index(x, node_max.Y, z); // Check node at base of mapchunk above, either a node of a previously // generated mapchunk or if not, a node of overgenerated base terrain. content_t c_above = vm->m_data[vi + em.X].getContent(); bool air_above = c_above == CONTENT_AIR; bool water_above = (c_above == c_water_source || c_above == c_river_water_source); // If there is air or water above enable top/filler placement, otherwise force // nplaced to stone level by setting a number exceeding any possible filler depth. u16 nplaced = (air_above || water_above) ? 0 : U16_MAX; for (s16 y = node_max.Y; y >= node_min.Y; y--) { content_t c = vm->m_data[vi].getContent(); // Biome is recalculated each time an upper surface is detected while // working down a column. The selected biome then remains in effect for // all nodes below until the next surface and biome recalculation. // Biome is recalculated: // 1. At the surface of stone below air or water. // 2. At the surface of water below air. // 3. When stone or water is detected but biome has not yet been calculated. if ((c == c_stone && (air_above || water_above || !biome)) || ((c == c_water_source || c == c_river_water_source) && (air_above || !biome))) { // Both heat and humidity have already been adjusted for altitude. biome = bmgr->getBiome(heat_map[index], humidity_map[index], y); depth_top = biome->depth_top; base_filler = MYMAX(depth_top + biome->depth_filler + noise_filler_depth->result[index], 0.f); depth_water_top = biome->depth_water_top; // Detect stone type for dungeons during every biome calculation. // This is more efficient than detecting per-node and will not // miss any desert stone or sandstone biomes. if (biome->c_stone == c_desert_stone) stone_type = DESERT_STONE; else if (biome->c_stone == c_sandstone) stone_type = SANDSTONE; } if (c == c_stone) { content_t c_below = vm->m_data[vi - em.X].getContent(); // If the node below isn't solid, make this node stone, so that // any top/filler nodes above are structurally supported. // This is done by aborting the cycle of top/filler placement // immediately by forcing nplaced to stone level. if (c_below == CONTENT_AIR || c_below == c_water_source || c_below == c_river_water_source) nplaced = U16_MAX; if (nplaced < depth_top) { vm->m_data[vi] = MapNode(biome->c_top); nplaced++; } else if (nplaced < base_filler) { vm->m_data[vi] = MapNode(biome->c_filler); nplaced++; } else { vm->m_data[vi] = MapNode(biome->c_stone); } air_above = false; water_above = false; } else if (c == c_water_source) { vm->m_data[vi] = MapNode((y > (s32)(water_level - depth_water_top)) ? biome->c_water_top : biome->c_water); nplaced = 0; // Enable top/filler placement for next surface air_above = false; water_above = true; } else if (c == c_river_water_source) { vm->m_data[vi] = MapNode(biome->c_river_water); nplaced = depth_top; // Enable filler placement for next surface air_above = false; water_above = true; } else if (c == CONTENT_AIR) { nplaced = 0; // Enable top/filler placement for next surface air_above = true; water_above = false; } else { // Possible various nodes overgenerated from neighbouring mapchunks nplaced = U16_MAX; // Disable top/filler placement air_above = false; water_above = false; } vm->m_area.add_y(em, vi, -1); } } return stone_type; } void MapgenValleys::dustTopNodes() { if (node_max.Y < water_level) return; v3s16 em = vm->m_area.getExtent(); u32 index = 0; for (s16 z = node_min.Z; z <= node_max.Z; z++) for (s16 x = node_min.X; x <= node_max.X; x++, index++) { Biome *biome = (Biome *)bmgr->getRaw(biomemap[index]); if (biome->c_dust == CONTENT_IGNORE) continue; u32 vi = vm->m_area.index(x, full_node_max.Y, z); content_t c_full_max = vm->m_data[vi].getContent(); s16 y_start; if (c_full_max == CONTENT_AIR) { y_start = full_node_max.Y - 1; } else if (c_full_max == CONTENT_IGNORE) { vi = vm->m_area.index(x, node_max.Y + 1, z); content_t c_max = vm->m_data[vi].getContent(); if (c_max == CONTENT_AIR) y_start = node_max.Y; else continue; } else { continue; } vi = vm->m_area.index(x, y_start, z); for (s16 y = y_start; y >= node_min.Y - 1; y--) { if (vm->m_data[vi].getContent() != CONTENT_AIR) break; vm->m_area.add_y(em, vi, -1); } content_t c = vm->m_data[vi].getContent(); if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) { vm->m_area.add_y(em, vi, 1); vm->m_data[vi] = MapNode(biome->c_dust); } } } void MapgenValleys::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_lava(c_lava_source); MapNode n_water(c_river_water_source); v3s16 em = vm->m_area.getExtent(); // 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. 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; // 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); for (s16 y = node_min.Y - 1; y <= node_max.Y; y++) { float tcave = massive_cave_threshold; 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); } tcave_cache[y - node_min.Y + 1] = tcave; } } // 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; // Reduce the odds of overflows even further. if (node_max.Y > water_level) { lava_chance /= 3; water_chance /= 3; } 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, z); index_3d = (z - node_min.Z) * zstride_1d + csize.Y * ystride + (x - node_min.X); // Dig caves on down loop to check for air above. // Don't excavate the overgenerated stone at node_max.Y + 1, // this creates a 'roof' over the tunnel, preventing light in // tunnels at mapchunk borders when generating mapchunks upwards. // This 'roof' is removed when the mapchunk above is generated. for (s16 y = node_max.Y; 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 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; sr -= lava_chance; // 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; } 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); } } }