BlockColor-Engine/src/mapgen_v7p.cpp

432 lines
13 KiB
C++

/*
Minetest
Copyright (C) 2013-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
Copyright (C) 2014-2017 paramat
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 3.0 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "mapgen.h"
#include "voxel.h"
#include "noise.h"
#include "mapblock.h"
#include "mapnode.h"
#include "map.h"
#include "content_sao.h"
#include "nodedef.h"
#include "voxelalgorithms.h"
//#include "profiler.h" // For TimeTaker
#include "settings.h" // For g_settings
#include "emerge.h"
#include "dungeongen.h"
#include "cavegen.h"
#include "mg_biome.h"
#include "mg_ore.h"
#include "mg_decoration.h"
#include "mapgen_v7p.h"
FlagDesc flagdesc_mapgen_v7p[] = {
{"mountains", MGV7P_MOUNTAINS},
{"ridges", MGV7P_RIDGES},
{NULL, 0}
};
///////////////////////////////////////////////////////////////////////////////
MapgenV7P::MapgenV7P(int mapgenid, MapgenV7PParams *params, EmergeManager *emerge)
: MapgenBasic(mapgenid, params, emerge)
{
spflags = params->spflags;
// Average of mgv6 small caves count
small_caves_count = 6 * csize.X * csize.Z * MAP_BLOCKSIZE / 50000;
// Highest level of bedrock
bedrock_level = water_level - 64;
// 2D noise
noise_terrain_base = new Noise(&params->np_terrain_base, seed, csize.X, csize.Z);
noise_terrain_alt = new Noise(&params->np_terrain_alt, seed, csize.X, csize.Z);
noise_terrain_persist = new Noise(&params->np_terrain_persist, seed, csize.X, csize.Z);
noise_height_select = new Noise(&params->np_height_select, seed, csize.X, csize.Z);
noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
if (spflags & MGV7P_MOUNTAINS) {
noise_mount_height = new Noise(&params->np_mount_height, seed, csize.X, csize.Z);
noise_mountain = new Noise(&params->np_mountain, seed, csize.X, csize.Z);
}
if (spflags & MGV7P_RIDGES) {
noise_ridge_uwater = new Noise(&params->np_ridge_uwater, seed, csize.X, csize.Z);
noise_ridge = new Noise(&params->np_ridge, seed, csize.X, csize.Z);
}
// Resolve additional nodes
c_bedrock = ndef->getId("mapgen_bedrock");
}
MapgenV7P::~MapgenV7P()
{
delete noise_terrain_base;
delete noise_terrain_alt;
delete noise_terrain_persist;
delete noise_height_select;
delete noise_filler_depth;
if (spflags & MGV7P_MOUNTAINS) {
delete noise_mount_height;
delete noise_mountain;
}
if (spflags & MGV7P_RIDGES) {
delete noise_ridge_uwater;
delete noise_ridge;
}
}
MapgenV7PParams::MapgenV7PParams()
{
spflags = MGV7P_MOUNTAINS | MGV7P_RIDGES;
np_terrain_base = NoiseParams(4, 35, v3f(600, 600, 600), 82341, 5, 0.6, 2.0);
np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
np_terrain_persist = NoiseParams(0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0);
np_height_select = NoiseParams(-8, 16, v3f(500, 500, 500), 4213, 6, 0.7, 2.0);
np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
np_mount_height = NoiseParams(128, 56, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0);
np_ridge_uwater = NoiseParams(0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0);
np_mountain = NoiseParams(-0.6, 1, v3f(250, 250, 250), 5333, 5, 0.63, 2.0);
np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
}
void MapgenV7PParams::readParams(const Settings *settings)
{
settings->getFlagStrNoEx("mgv7p_spflags", spflags, flagdesc_mapgen_v7p);
settings->getNoiseParams("mgv7p_np_terrain_base", np_terrain_base);
settings->getNoiseParams("mgv7p_np_terrain_alt", np_terrain_alt);
settings->getNoiseParams("mgv7p_np_terrain_persist", np_terrain_persist);
settings->getNoiseParams("mgv7p_np_height_select", np_height_select);
settings->getNoiseParams("mgv7p_np_filler_depth", np_filler_depth);
settings->getNoiseParams("mgv7p_np_mount_height", np_mount_height);
settings->getNoiseParams("mgv7p_np_ridge_uwater", np_ridge_uwater);
settings->getNoiseParams("mgv7p_np_mountain", np_mountain);
settings->getNoiseParams("mgv7p_np_ridge", np_ridge);
}
void MapgenV7PParams::writeParams(Settings *settings) const
{
settings->setFlagStr("mgv7p_spflags", spflags, flagdesc_mapgen_v7p, U32_MAX);
settings->setNoiseParams("mgv7p_np_terrain_base", np_terrain_base);
settings->setNoiseParams("mgv7p_np_terrain_alt", np_terrain_alt);
settings->setNoiseParams("mgv7p_np_terrain_persist", np_terrain_persist);
settings->setNoiseParams("mgv7p_np_height_select", np_height_select);
settings->setNoiseParams("mgv7p_np_filler_depth", np_filler_depth);
settings->setNoiseParams("mgv7p_np_mount_height", np_mount_height);
settings->setNoiseParams("mgv7p_np_ridge_uwater", np_ridge_uwater);
settings->setNoiseParams("mgv7p_np_mountain", np_mountain);
settings->setNoiseParams("mgv7p_np_ridge", np_ridge);
}
///////////////////////////////////////////////////////////////////////////////
int MapgenV7P::getSpawnLevelAtPoint(v2s16 p)
{
// If enabled, first check if inside a river
if (spflags & MGV7P_RIDGES) {
float width = 0.2;
float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
if (fabs(uwatern) <= width)
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
}
// Base/mountain terrain calculation
s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
if (spflags & MGV7P_MOUNTAINS)
y = MYMAX(mountainLevelAtPoint(p.X, p.Y), y);
if (y <= water_level || y > water_level + 16)
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
else
return y + 2; // +2 because surface is at y and due to biome 'dust'
}
void MapgenV7P::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;
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);
if (node_max.Y <= bedrock_level) {
// Only generate bedrock
generateBedrock();
} else {
// Generate base and mountain terrain
s16 stone_surface_max_y = generateTerrain();
// Generate rivers
if (spflags & MGV7P_RIDGES)
generateRidgeTerrain();
// Create heightmap
updateHeightmap(node_min, node_max);
// Init biome generator, place biome-specific nodes, and build biomemap
biomegen->calcBiomeNoise(node_min);
MgStoneType stone_type = generateBiomes();
// Generate mgv6 caves but not deep into bedrock
if (flags & MG_CAVES)
generateCaves(stone_surface_max_y, water_level);
// Generate dungeons
if (flags & MG_DUNGEONS)
generateDungeons(stone_surface_max_y, stone_type);
// 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();
// Update liquids
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
}
// Calculate lighting
if (flags & MG_LIGHT)
calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
full_node_min, full_node_max, true);
this->generating = false;
}
float MapgenV7P::baseTerrainLevelAtPoint(s16 x, s16 z)
{
float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
hselect = rangelim(hselect, 0.0, 1.0);
float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
noise_terrain_base->np.persist = persist;
float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
noise_terrain_alt->np.persist = persist;
float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
if (height_alt > height_base)
return height_alt;
return (height_base * hselect) + (height_alt * (1.0 - hselect));
}
float MapgenV7P::baseTerrainLevelFromMap(int index)
{
float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0);
float height_base = noise_terrain_base->result[index];
float height_alt = noise_terrain_alt->result[index];
if (height_alt > height_base)
return height_alt;
return (height_base * hselect) + (height_alt * (1.0 - hselect));
}
float MapgenV7P::mountainLevelAtPoint(s16 x, s16 z)
{
float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
float mnt_n = NoisePerlin2D(&noise_mountain->np, x, z, seed);
return mnt_n * mnt_h_n;
}
float MapgenV7P::mountainLevelFromMap(int idx_xz)
{
float mounthn = noise_mount_height->result[idx_xz];
float mountn = noise_mountain->result[idx_xz];
return mountn * mounthn;
}
void MapgenV7P::generateBedrock()
{
MapNode n_bedrock(c_bedrock);
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++) {
if (vm->m_data[vi].getContent() == CONTENT_IGNORE)
vm->m_data[vi] = n_bedrock;
}
}
}
int MapgenV7P::generateTerrain()
{
MapNode n_stone(c_stone);
MapNode n_bedrock(c_bedrock);
MapNode n_water(c_water_source);
MapNode n_air(CONTENT_AIR);
//// Calculate noise for terrain generation
noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
float *persistmap = noise_terrain_persist->result;
noise_terrain_base ->perlinMap2D(node_min.X, node_min.Z, persistmap);
noise_terrain_alt ->perlinMap2D(node_min.X, node_min.Z, persistmap);
noise_height_select->perlinMap2D(node_min.X, node_min.Z);
if (spflags & MGV7P_MOUNTAINS) {
noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
noise_mountain ->perlinMap2D(node_min.X, node_min.Z);
}
//// Place nodes
const v3s16 &em = vm->m_area.getExtent();
s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
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++) {
s16 surface_y = baseTerrainLevelFromMap(index2d);
if (spflags & MGV7P_MOUNTAINS)
surface_y = MYMAX(mountainLevelFromMap(index2d), surface_y);
if (surface_y > stone_surface_max_y)
stone_surface_max_y = surface_y;
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[vi].getContent() == CONTENT_IGNORE) {
if (y <= surface_y) {
if (y <= bedrock_level)
vm->m_data[vi] = n_bedrock; // Bedrock
else
vm->m_data[vi] = n_stone; // Base and mountain terrain
} else if (y <= water_level) {
vm->m_data[vi] = n_water; // Water
} else {
vm->m_data[vi] = n_air; // Air
}
}
vm->m_area.add_y(em, vi, 1);
}
}
return stone_surface_max_y;
}
void MapgenV7P::generateRidgeTerrain()
{
if (node_max.Y < water_level - 16)
return;
noise_ridge ->perlinMap2D(node_min.X, node_min.Z);
noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
MapNode n_water(c_water_source);
MapNode n_air(CONTENT_AIR);
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++) {
u32 vi = vm->m_area.index(node_min.X, y, z);
for (s16 x = node_min.X; x <= node_max.X; x++, vi++) {
int index2d = (z - node_min.Z) * csize.X + (x - node_min.X);
float uwatern = noise_ridge_uwater->result[index2d] * 2;
if (fabs(uwatern) > width)
continue;
float altitude = y - water_level;
float height_mod = (altitude + 17) / 2.5;
float width_mod = width - fabs(uwatern);
float nridge = noise_ridge->result[index2d] * MYMAX(altitude, 0) / 7.0;
if (nridge + width_mod * height_mod < 0.6)
continue;
vm->m_data[vi] = (y > water_level) ? n_air : n_water;
}
}
}
void MapgenV7P::generateCaves(s16 max_stone_y, s16 large_cave_depth)
{
if (max_stone_y < node_min.Y)
return;
PseudoRandom ps(blockseed + 21343);
PseudoRandom ps2(blockseed + 1032);
u32 large_caves_count = (node_max.Y <= large_cave_depth) ? ps.range(0, 2) : 0;
for (u32 i = 0; i < small_caves_count + large_caves_count; i++) {
CavesV6 cave(ndef, &gennotify, water_level, c_water_source, c_lava_source);
bool large_cave = (i >= small_caves_count);
cave.makeCave(vm, node_min, node_max, &ps, &ps2,
large_cave, max_stone_y, heightmap);
}
}