Mgfractal: Make non-fractal terrain optional (#8702)
Enabled by default. Only allow spawn on fractal, not on seabed terrain. Various codestyle and comment improvements.master
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@ -1732,6 +1732,11 @@ mgflat_np_dungeons (Dungeon noise) noise_params_3d 0.9, 0.5, (500, 500, 500), 0,
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[*Mapgen Fractal]
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# Map generation attributes specific to Mapgen flat.
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# 'terrain' enables the generation of non-fractal terrain:
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# ocean, islands and underground.
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mgfractal_spflags (Mapgen Fractal specific flags) flags terrain terrain,noterrain
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# Controls width of tunnels, a smaller value creates wider tunnels.
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mgfractal_cave_width (Cave width) float 0.09
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@ -1,7 +1,7 @@
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/*
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Minetest
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Copyright (C) 2015-2018 paramat
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Copyright (C) 2015-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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Copyright (C) 2015-2019 paramat
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Copyright (C) 2015-2016 kwolekr, Ryan Kwolek
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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@ -41,7 +41,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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FlagDesc flagdesc_mapgen_fractal[] = {
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{NULL, 0}
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{"terrain", MGFRACTAL_TERRAIN},
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{NULL, 0}
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};
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///////////////////////////////////////////////////////////////////////////////////////
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@ -66,13 +67,17 @@ MapgenFractal::MapgenFractal(MapgenFractalParams *params, EmergeManager *emerge)
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julia_z = params->julia_z;
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julia_w = params->julia_w;
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//// 2D terrain noise
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noise_seabed = new Noise(¶ms->np_seabed, seed, csize.X, csize.Z);
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//// 2D noise
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if (spflags & MGFRACTAL_TERRAIN)
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noise_seabed = new Noise(¶ms->np_seabed, seed, csize.X, csize.Z);
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noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
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//// 3D noise
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MapgenBasic::np_dungeons = params->np_dungeons;
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// Overgeneration to node_min.Y - 1
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MapgenBasic::np_cave1 = params->np_cave1;
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MapgenBasic::np_cave2 = params->np_cave2;
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MapgenBasic::np_dungeons = params->np_dungeons;
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formula = fractal / 2 + fractal % 2;
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julia = fractal % 2 == 0;
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@ -81,7 +86,9 @@ MapgenFractal::MapgenFractal(MapgenFractalParams *params, EmergeManager *emerge)
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MapgenFractal::~MapgenFractal()
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{
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delete noise_seabed;
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if (noise_seabed)
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delete noise_seabed;
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delete noise_filler_depth;
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}
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@ -153,21 +160,25 @@ void MapgenFractalParams::writeParams(Settings *settings) const
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int MapgenFractal::getSpawnLevelAtPoint(v2s16 p)
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{
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bool solid_below = false; // Dry solid node is present below to spawn on
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u8 air_count = 0; // Consecutive air nodes above the dry solid node
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s16 seabed_level = NoisePerlin2D(&noise_seabed->np, p.X, p.Y, seed);
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// Seabed can rise above water_level or might be raised to create dry land
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s16 search_start = MYMAX(seabed_level, water_level + 1);
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if (seabed_level > water_level)
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solid_below = true;
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bool solid_below = false; // Fractal node is present below to spawn on
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u8 air_count = 0; // Consecutive air nodes above a fractal node
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s16 search_start = 0; // No terrain search start
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for (s16 y = search_start; y <= search_start + 128; y++) {
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if (getFractalAtPoint(p.X, y, p.Y)) { // Fractal node
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// If terrain present, don't start search below terrain or water level
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if (noise_seabed) {
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s16 seabed_level = NoisePerlin2D(&noise_seabed->np, p.X, p.Y, seed);
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search_start = MYMAX(search_start, MYMAX(seabed_level, water_level));
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}
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for (s16 y = search_start; y <= search_start + 4096; y++) {
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if (getFractalAtPoint(p.X, y, p.Y)) {
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// Fractal node
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solid_below = true;
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air_count = 0;
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} else if (solid_below) { // Air above solid node
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} else if (solid_below) {
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// Air above fractal node
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air_count++;
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// 3 to account for snowblock dust
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// 3 and -2 to account for biome dust nodes
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if (air_count == 3)
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return y - 2;
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}
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@ -189,11 +200,12 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
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data->blockpos_requested.Y <= data->blockpos_max.Y &&
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data->blockpos_requested.Z <= data->blockpos_max.Z);
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this->generating = true;
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this->vm = data->vmanip;
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this->ndef = data->nodedef;
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//TimeTaker t("makeChunk");
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this->generating = true;
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this->vm = data->vmanip;
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this->ndef = data->nodedef;
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v3s16 blockpos_min = data->blockpos_min;
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v3s16 blockpos_max = data->blockpos_max;
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node_min = blockpos_min * MAP_BLOCKSIZE;
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@ -203,7 +215,7 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
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blockseed = getBlockSeed2(full_node_min, seed);
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// Generate base terrain, mountains, and ridges with initial heightmaps
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// Generate fractal and optional terrain
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s16 stone_surface_max_y = generateTerrain();
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// Create heightmap
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@ -215,16 +227,16 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
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generateBiomes();
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}
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// Generate tunnels and randomwalk caves
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if (flags & MG_CAVES) {
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// Generate tunnels
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generateCavesNoiseIntersection(stone_surface_max_y);
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// Generate large randomwalk caves
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generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
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}
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// Generate the registered ores
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m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
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// Generate dungeons
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if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
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full_node_max.Y <= dungeon_ymax)
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generateDungeons(stone_surface_max_y);
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@ -237,18 +249,18 @@ void MapgenFractal::makeChunk(BlockMakeData *data)
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if (flags & MG_BIOMES)
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dustTopNodes();
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//printf("makeChunk: %dms\n", t.stop());
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updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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// Update liquids
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if (spflags & MGFRACTAL_TERRAIN)
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updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
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// Calculate lighting
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if (flags & MG_LIGHT)
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calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
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full_node_min, full_node_max);
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//setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
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// node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
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this->generating = false;
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//printf("makeChunk: %lums\n", t.stop());
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}
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@ -391,24 +403,29 @@ s16 MapgenFractal::generateTerrain()
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s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
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u32 index2d = 0;
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noise_seabed->perlinMap2D(node_min.X, node_min.Z);
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if (noise_seabed)
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noise_seabed->perlinMap2D(node_min.X, node_min.Z);
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for (s16 z = node_min.Z; z <= node_max.Z; z++) {
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for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
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u32 vi = vm->m_area.index(node_min.X, y, z);
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for (s16 x = node_min.X; x <= node_max.X; x++, vi++, index2d++) {
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if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
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s16 seabed_height = noise_seabed->result[index2d];
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if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
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continue;
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if (y <= seabed_height || getFractalAtPoint(x, y, z)) {
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vm->m_data[vi] = n_stone;
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if (y > stone_surface_max_y)
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stone_surface_max_y = y;
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} else if (y <= water_level) {
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vm->m_data[vi] = n_water;
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} else {
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vm->m_data[vi] = n_air;
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}
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s16 seabed_height;
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if (noise_seabed)
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seabed_height = noise_seabed->result[index2d];
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if (((spflags & MGFRACTAL_TERRAIN) && y <= seabed_height) ||
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getFractalAtPoint(x, y, z)) {
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vm->m_data[vi] = n_stone;
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if (y > stone_surface_max_y)
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stone_surface_max_y = y;
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} else if ((spflags & MGFRACTAL_TERRAIN) && y <= water_level) {
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vm->m_data[vi] = n_water;
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} else {
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vm->m_data[vi] = n_air;
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}
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}
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index2d -= ystride;
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@ -1,7 +1,7 @@
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/*
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Minetest
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Copyright (C) 2015-2018 paramat
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Copyright (C) 2015-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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Copyright (C) 2015-2019 paramat
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Copyright (C) 2015-2016 kwolekr, Ryan Kwolek
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Fractal formulas from http://www.bugman123.com/Hypercomplex/index.html
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by Paul Nylander, and from http://www.fractalforums.com, thank you.
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@ -25,13 +25,17 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "mapgen.h"
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///////////// Mapgen Fractal flags
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#define MGFRACTAL_TERRAIN 0x01
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class BiomeManager;
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extern FlagDesc flagdesc_mapgen_fractal[];
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struct MapgenFractalParams : public MapgenParams
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{
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u32 spflags = 0;
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u32 spflags = MGFRACTAL_TERRAIN;
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float cave_width = 0.09f;
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s16 large_cave_depth = -33;
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s16 lava_depth = -256;
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@ -60,6 +64,7 @@ struct MapgenFractalParams : public MapgenParams
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void writeParams(Settings *settings) const;
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};
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class MapgenFractal : public MapgenBasic
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{
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public:
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@ -89,5 +94,5 @@ private:
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float julia_y;
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float julia_z;
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float julia_w;
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Noise *noise_seabed;
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Noise *noise_seabed = nullptr;
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};
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