mapgen_valleys.cpp 18 KB

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  1. /*
  2. Minetest
  3. Copyright (C) 2016-2019 Duane Robertson <duane@duanerobertson.com>
  4. Copyright (C) 2016-2019 paramat
  5. Based on Valleys Mapgen by Gael de Sailly
  6. (https://forum.minetest.net/viewtopic.php?f=9&t=11430)
  7. and mapgen_v7, mapgen_flat by kwolekr and paramat.
  8. Licensing changed by permission of Gael de Sailly.
  9. This program is free software; you can redistribute it and/or modify
  10. it under the terms of the GNU Lesser General Public License as published by
  11. the Free Software Foundation; either version 2.1 of the License, or
  12. (at your option) any later version.
  13. This program is distributed in the hope that it will be useful,
  14. but WITHOUT ANY WARRANTY; without even the implied warranty of
  15. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  16. GNU Lesser General Public License for more details.
  17. You should have received a copy of the GNU Lesser General Public License along
  18. with this program; if not, write to the Free Software Foundation, Inc.,
  19. 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
  20. */
  21. #include "mapgen.h"
  22. #include "voxel.h"
  23. #include "noise.h"
  24. #include "mapblock.h"
  25. #include "mapnode.h"
  26. #include "map.h"
  27. #include "nodedef.h"
  28. #include "voxelalgorithms.h"
  29. //#include "profiler.h" // For TimeTaker
  30. #include "settings.h" // For g_settings
  31. #include "emerge.h"
  32. #include "dungeongen.h"
  33. #include "mg_biome.h"
  34. #include "mg_ore.h"
  35. #include "mg_decoration.h"
  36. #include "mapgen_valleys.h"
  37. #include "cavegen.h"
  38. #include <cmath>
  39. FlagDesc flagdesc_mapgen_valleys[] = {
  40. {"altitude_chill", MGVALLEYS_ALT_CHILL},
  41. {"humid_rivers", MGVALLEYS_HUMID_RIVERS},
  42. {"vary_river_depth", MGVALLEYS_VARY_RIVER_DEPTH},
  43. {"altitude_dry", MGVALLEYS_ALT_DRY},
  44. {NULL, 0}
  45. };
  46. MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params,
  47. EmergeManager *emerge)
  48. : MapgenBasic(mapgenid, params, emerge)
  49. {
  50. // NOTE: MapgenValleys has a hard dependency on BiomeGenOriginal
  51. m_bgen = (BiomeGenOriginal *)biomegen;
  52. spflags = params->spflags;
  53. altitude_chill = params->altitude_chill;
  54. river_depth_bed = params->river_depth + 1.0f;
  55. river_size_factor = params->river_size / 100.0f;
  56. cave_width = params->cave_width;
  57. large_cave_depth = params->large_cave_depth;
  58. lava_depth = params->lava_depth;
  59. cavern_limit = params->cavern_limit;
  60. cavern_taper = params->cavern_taper;
  61. cavern_threshold = params->cavern_threshold;
  62. dungeon_ymin = params->dungeon_ymin;
  63. dungeon_ymax = params->dungeon_ymax;
  64. //// 2D Terrain noise
  65. noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
  66. noise_inter_valley_slope = new Noise(&params->np_inter_valley_slope, seed, csize.X, csize.Z);
  67. noise_rivers = new Noise(&params->np_rivers, seed, csize.X, csize.Z);
  68. noise_terrain_height = new Noise(&params->np_terrain_height, seed, csize.X, csize.Z);
  69. noise_valley_depth = new Noise(&params->np_valley_depth, seed, csize.X, csize.Z);
  70. noise_valley_profile = new Noise(&params->np_valley_profile, seed, csize.X, csize.Z);
  71. //// 3D Terrain noise
  72. // 1-up 1-down overgeneration
  73. noise_inter_valley_fill = new Noise(&params->np_inter_valley_fill,
  74. seed, csize.X, csize.Y + 2, csize.Z);
  75. // 1-down overgeneraion
  76. MapgenBasic::np_cave1 = params->np_cave1;
  77. MapgenBasic::np_cave2 = params->np_cave2;
  78. MapgenBasic::np_cavern = params->np_cavern;
  79. }
  80. MapgenValleys::~MapgenValleys()
  81. {
  82. delete noise_filler_depth;
  83. delete noise_inter_valley_fill;
  84. delete noise_inter_valley_slope;
  85. delete noise_rivers;
  86. delete noise_terrain_height;
  87. delete noise_valley_depth;
  88. delete noise_valley_profile;
  89. }
  90. MapgenValleysParams::MapgenValleysParams():
  91. np_filler_depth (0.0, 1.2, v3f(256, 256, 256), 1605, 3, 0.5, 2.0),
  92. np_inter_valley_fill (0.0, 1.0, v3f(256, 512, 256), 1993, 6, 0.8, 2.0),
  93. np_inter_valley_slope (0.5, 0.5, v3f(128, 128, 128), 746, 1, 1.0, 2.0),
  94. np_rivers (0.0, 1.0, v3f(256, 256, 256), -6050, 5, 0.6, 2.0),
  95. np_terrain_height (-10.0, 50.0, v3f(1024, 1024, 1024), 5202, 6, 0.4, 2.0),
  96. np_valley_depth (5.0, 4.0, v3f(512, 512, 512), -1914, 1, 1.0, 2.0),
  97. np_valley_profile (0.6, 0.50, v3f(512, 512, 512), 777, 1, 1.0, 2.0),
  98. np_cave1 (0.0, 12.0, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
  99. np_cave2 (0.0, 12.0, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
  100. np_cavern (0.0, 1.0, v3f(768, 256, 768), 59033, 6, 0.63, 2.0)
  101. {
  102. }
  103. void MapgenValleysParams::readParams(const Settings *settings)
  104. {
  105. settings->getFlagStrNoEx("mgvalleys_spflags", spflags, flagdesc_mapgen_valleys);
  106. settings->getU16NoEx("mgvalleys_altitude_chill", altitude_chill);
  107. settings->getS16NoEx("mgvalleys_large_cave_depth", large_cave_depth);
  108. settings->getS16NoEx("mgvalleys_lava_depth", lava_depth);
  109. settings->getU16NoEx("mgvalleys_river_depth", river_depth);
  110. settings->getU16NoEx("mgvalleys_river_size", river_size);
  111. settings->getFloatNoEx("mgvalleys_cave_width", cave_width);
  112. settings->getS16NoEx("mgvalleys_cavern_limit", cavern_limit);
  113. settings->getS16NoEx("mgvalleys_cavern_taper", cavern_taper);
  114. settings->getFloatNoEx("mgvalleys_cavern_threshold", cavern_threshold);
  115. settings->getS16NoEx("mgvalleys_dungeon_ymin", dungeon_ymin);
  116. settings->getS16NoEx("mgvalleys_dungeon_ymax", dungeon_ymax);
  117. settings->getNoiseParams("mgvalleys_np_filler_depth", np_filler_depth);
  118. settings->getNoiseParams("mgvalleys_np_inter_valley_fill", np_inter_valley_fill);
  119. settings->getNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope);
  120. settings->getNoiseParams("mgvalleys_np_rivers", np_rivers);
  121. settings->getNoiseParams("mgvalleys_np_terrain_height", np_terrain_height);
  122. settings->getNoiseParams("mgvalleys_np_valley_depth", np_valley_depth);
  123. settings->getNoiseParams("mgvalleys_np_valley_profile", np_valley_profile);
  124. settings->getNoiseParams("mgvalleys_np_cave1", np_cave1);
  125. settings->getNoiseParams("mgvalleys_np_cave2", np_cave2);
  126. settings->getNoiseParams("mgvalleys_np_cavern", np_cavern);
  127. }
  128. void MapgenValleysParams::writeParams(Settings *settings) const
  129. {
  130. settings->setFlagStr("mgvalleys_spflags", spflags, flagdesc_mapgen_valleys, U32_MAX);
  131. settings->setU16("mgvalleys_altitude_chill", altitude_chill);
  132. settings->setS16("mgvalleys_large_cave_depth", large_cave_depth);
  133. settings->setS16("mgvalleys_lava_depth", lava_depth);
  134. settings->setU16("mgvalleys_river_depth", river_depth);
  135. settings->setU16("mgvalleys_river_size", river_size);
  136. settings->setFloat("mgvalleys_cave_width", cave_width);
  137. settings->setS16("mgvalleys_cavern_limit", cavern_limit);
  138. settings->setS16("mgvalleys_cavern_taper", cavern_taper);
  139. settings->setFloat("mgvalleys_cavern_threshold", cavern_threshold);
  140. settings->setS16("mgvalleys_dungeon_ymin", dungeon_ymin);
  141. settings->setS16("mgvalleys_dungeon_ymax", dungeon_ymax);
  142. settings->setNoiseParams("mgvalleys_np_filler_depth", np_filler_depth);
  143. settings->setNoiseParams("mgvalleys_np_inter_valley_fill", np_inter_valley_fill);
  144. settings->setNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope);
  145. settings->setNoiseParams("mgvalleys_np_rivers", np_rivers);
  146. settings->setNoiseParams("mgvalleys_np_terrain_height", np_terrain_height);
  147. settings->setNoiseParams("mgvalleys_np_valley_depth", np_valley_depth);
  148. settings->setNoiseParams("mgvalleys_np_valley_profile", np_valley_profile);
  149. settings->setNoiseParams("mgvalleys_np_cave1", np_cave1);
  150. settings->setNoiseParams("mgvalleys_np_cave2", np_cave2);
  151. settings->setNoiseParams("mgvalleys_np_cavern", np_cavern);
  152. }
  153. void MapgenValleys::makeChunk(BlockMakeData *data)
  154. {
  155. // Pre-conditions
  156. assert(data->vmanip);
  157. assert(data->nodedef);
  158. assert(data->blockpos_requested.X >= data->blockpos_min.X &&
  159. data->blockpos_requested.Y >= data->blockpos_min.Y &&
  160. data->blockpos_requested.Z >= data->blockpos_min.Z);
  161. assert(data->blockpos_requested.X <= data->blockpos_max.X &&
  162. data->blockpos_requested.Y <= data->blockpos_max.Y &&
  163. data->blockpos_requested.Z <= data->blockpos_max.Z);
  164. //TimeTaker t("makeChunk");
  165. this->generating = true;
  166. this->vm = data->vmanip;
  167. this->ndef = data->nodedef;
  168. v3s16 blockpos_min = data->blockpos_min;
  169. v3s16 blockpos_max = data->blockpos_max;
  170. node_min = blockpos_min * MAP_BLOCKSIZE;
  171. node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
  172. full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
  173. full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
  174. blockseed = getBlockSeed2(full_node_min, seed);
  175. // Generate biome noises. Note this must be executed strictly before
  176. // generateTerrain, because generateTerrain depends on intermediate
  177. // biome-related noises.
  178. m_bgen->calcBiomeNoise(node_min);
  179. // Generate terrain
  180. s16 stone_surface_max_y = generateTerrain();
  181. // Create heightmap
  182. updateHeightmap(node_min, node_max);
  183. // Place biome-specific nodes and build biomemap
  184. if (flags & MG_BIOMES) {
  185. generateBiomes();
  186. }
  187. // Generate tunnels, caverns and large randomwalk caves
  188. if (flags & MG_CAVES) {
  189. // Generate tunnels first as caverns confuse them
  190. generateCavesNoiseIntersection(stone_surface_max_y);
  191. // Generate caverns
  192. bool near_cavern = generateCavernsNoise(stone_surface_max_y);
  193. // Generate large randomwalk caves
  194. if (near_cavern)
  195. // Disable large randomwalk caves in this mapchunk by setting
  196. // 'large cave depth' to world base. Avoids excessive liquid in
  197. // large caverns and floating blobs of overgenerated liquid.
  198. generateCavesRandomWalk(stone_surface_max_y,
  199. -MAX_MAP_GENERATION_LIMIT);
  200. else
  201. generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
  202. }
  203. // Generate the registered ores
  204. m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
  205. // Dungeon creation
  206. if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
  207. full_node_max.Y <= dungeon_ymax)
  208. generateDungeons(stone_surface_max_y);
  209. // Generate the registered decorations
  210. if (flags & MG_DECORATIONS)
  211. m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
  212. // Sprinkle some dust on top after everything else was generated
  213. if (flags & MG_BIOMES)
  214. dustTopNodes();
  215. updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
  216. if (flags & MG_LIGHT)
  217. calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
  218. full_node_min, full_node_max);
  219. this->generating = false;
  220. //printf("makeChunk: %lums\n", t.stop());
  221. }
  222. int MapgenValleys::getSpawnLevelAtPoint(v2s16 p)
  223. {
  224. // Check if in a river channel
  225. float n_rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed);
  226. if (std::fabs(n_rivers) <= river_size_factor)
  227. // Unsuitable spawn point
  228. return MAX_MAP_GENERATION_LIMIT;
  229. float n_slope = NoisePerlin2D(&noise_inter_valley_slope->np, p.X, p.Y, seed);
  230. float n_terrain_height = NoisePerlin2D(&noise_terrain_height->np, p.X, p.Y, seed);
  231. float n_valley = NoisePerlin2D(&noise_valley_depth->np, p.X, p.Y, seed);
  232. float n_valley_profile = NoisePerlin2D(&noise_valley_profile->np, p.X, p.Y, seed);
  233. float valley_d = n_valley * n_valley;
  234. float base = n_terrain_height + valley_d;
  235. float river = std::fabs(n_rivers) - river_size_factor;
  236. float tv = std::fmax(river / n_valley_profile, 0.0f);
  237. float valley_h = valley_d * (1.0f - std::exp(-tv * tv));
  238. float surface_y = base + valley_h;
  239. float slope = n_slope * valley_h;
  240. float river_y = base - 1.0f;
  241. // Raising the maximum spawn level above 'water_level + 16' is necessary for custom
  242. // parameters that set average terrain level much higher than water_level.
  243. s16 max_spawn_y = std::fmax(
  244. noise_terrain_height->np.offset +
  245. noise_valley_depth->np.offset * noise_valley_depth->np.offset,
  246. water_level + 16);
  247. // Starting spawn search at max_spawn_y + 128 ensures 128 nodes of open
  248. // space above spawn position. Avoids spawning in possibly sealed voids.
  249. for (s16 y = max_spawn_y + 128; y >= water_level; y--) {
  250. float n_fill = NoisePerlin3D(&noise_inter_valley_fill->np, p.X, y, p.Y, seed);
  251. float surface_delta = (float)y - surface_y;
  252. float density = slope * n_fill - surface_delta;
  253. if (density > 0.0f) { // If solid
  254. // Sometimes surface level is below river water level in places that are not
  255. // river channels.
  256. if (y < water_level || y > max_spawn_y || y < (s16)river_y)
  257. // Unsuitable spawn point
  258. return MAX_MAP_GENERATION_LIMIT;
  259. // y + 2 because y is surface and due to biome 'dust' nodes.
  260. return y + 2;
  261. }
  262. }
  263. // Unsuitable spawn position, no ground found
  264. return MAX_MAP_GENERATION_LIMIT;
  265. }
  266. int MapgenValleys::generateTerrain()
  267. {
  268. MapNode n_air(CONTENT_AIR);
  269. MapNode n_river_water(c_river_water_source);
  270. MapNode n_stone(c_stone);
  271. MapNode n_water(c_water_source);
  272. noise_inter_valley_slope->perlinMap2D(node_min.X, node_min.Z);
  273. noise_rivers->perlinMap2D(node_min.X, node_min.Z);
  274. noise_terrain_height->perlinMap2D(node_min.X, node_min.Z);
  275. noise_valley_depth->perlinMap2D(node_min.X, node_min.Z);
  276. noise_valley_profile->perlinMap2D(node_min.X, node_min.Z);
  277. noise_inter_valley_fill->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
  278. const v3s16 &em = vm->m_area.getExtent();
  279. s16 surface_max_y = -MAX_MAP_GENERATION_LIMIT;
  280. u32 index_2d = 0;
  281. for (s16 z = node_min.Z; z <= node_max.Z; z++)
  282. for (s16 x = node_min.X; x <= node_max.X; x++, index_2d++) {
  283. float n_slope = noise_inter_valley_slope->result[index_2d];
  284. float n_rivers = noise_rivers->result[index_2d];
  285. float n_terrain_height = noise_terrain_height->result[index_2d];
  286. float n_valley = noise_valley_depth->result[index_2d];
  287. float n_valley_profile = noise_valley_profile->result[index_2d];
  288. float valley_d = n_valley * n_valley;
  289. // 'base' represents the level of the river banks
  290. float base = n_terrain_height + valley_d;
  291. // 'river' represents the distance from the river edge
  292. float river = std::fabs(n_rivers) - river_size_factor;
  293. // Use the curve of the function 1-exp(-(x/a)^2) to model valleys.
  294. // 'valley_h' represents the height of the terrain, from the rivers.
  295. float tv = std::fmax(river / n_valley_profile, 0.0f);
  296. float valley_h = valley_d * (1.0f - std::exp(-tv * tv));
  297. // Approximate height of the terrain
  298. float surface_y = base + valley_h;
  299. float slope = n_slope * valley_h;
  300. // River water surface is 1 node below river banks
  301. float river_y = base - 1.0f;
  302. // Rivers are placed where 'river' is negative
  303. if (river < 0.0f) {
  304. // Use the the function -sqrt(1-x^2) which models a circle
  305. float tr = river / river_size_factor + 1.0f;
  306. float depth = (river_depth_bed *
  307. std::sqrt(std::fmax(0.0f, 1.0f - tr * tr)));
  308. // There is no logical equivalent to this using rangelim
  309. surface_y = std::fmin(
  310. std::fmax(base - depth, (float)(water_level - 3)),
  311. surface_y);
  312. slope = 0.0f;
  313. }
  314. // Optionally vary river depth according to heat and humidity
  315. if (spflags & MGVALLEYS_VARY_RIVER_DEPTH) {
  316. float t_heat = m_bgen->heatmap[index_2d];
  317. float heat = (spflags & MGVALLEYS_ALT_CHILL) ?
  318. // Match heat value calculated below in
  319. // 'Optionally decrease heat with altitude'.
  320. // In rivers, 'ground height ignoring riverbeds' is 'base'.
  321. // As this only affects river water we can assume y > water_level.
  322. t_heat + 5.0f - (base - water_level) * 20.0f / altitude_chill :
  323. t_heat;
  324. float delta = m_bgen->humidmap[index_2d] - 50.0f;
  325. if (delta < 0.0f) {
  326. float t_evap = (heat - 32.0f) / 300.0f;
  327. river_y += delta * std::fmax(t_evap, 0.08f);
  328. }
  329. }
  330. // Highest solid node in column
  331. s16 column_max_y = surface_y;
  332. u32 index_3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
  333. u32 index_data = vm->m_area.index(x, node_min.Y - 1, z);
  334. for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
  335. if (vm->m_data[index_data].getContent() == CONTENT_IGNORE) {
  336. float n_fill = noise_inter_valley_fill->result[index_3d];
  337. float surface_delta = (float)y - surface_y;
  338. // Density = density noise + density gradient
  339. float density = slope * n_fill - surface_delta;
  340. if (density > 0.0f) {
  341. vm->m_data[index_data] = n_stone; // Stone
  342. if (y > surface_max_y)
  343. surface_max_y = y;
  344. if (y > column_max_y)
  345. column_max_y = y;
  346. } else if (y <= water_level) {
  347. vm->m_data[index_data] = n_water; // Water
  348. } else if (y <= (s16)river_y) {
  349. vm->m_data[index_data] = n_river_water; // River water
  350. } else {
  351. vm->m_data[index_data] = n_air; // Air
  352. }
  353. }
  354. VoxelArea::add_y(em, index_data, 1);
  355. index_3d += ystride;
  356. }
  357. // Optionally increase humidity around rivers
  358. if (spflags & MGVALLEYS_HUMID_RIVERS) {
  359. // Compensate to avoid increasing average humidity
  360. m_bgen->humidmap[index_2d] *= 0.8f;
  361. // Ground height ignoring riverbeds
  362. float t_alt = std::fmax(base, (float)column_max_y);
  363. float water_depth = (t_alt - base) / 4.0f;
  364. m_bgen->humidmap[index_2d] *=
  365. 1.0f + std::pow(0.5f, std::fmax(water_depth, 1.0f));
  366. }
  367. // Optionally decrease humidity with altitude
  368. if (spflags & MGVALLEYS_ALT_DRY) {
  369. // Ground height ignoring riverbeds
  370. float t_alt = std::fmax(base, (float)column_max_y);
  371. // Only decrease above water_level
  372. if (t_alt > water_level)
  373. m_bgen->humidmap[index_2d] -=
  374. (t_alt - water_level) * 10.0f / altitude_chill;
  375. }
  376. // Optionally decrease heat with altitude
  377. if (spflags & MGVALLEYS_ALT_CHILL) {
  378. // Compensate to avoid reducing the average heat
  379. m_bgen->heatmap[index_2d] += 5.0f;
  380. // Ground height ignoring riverbeds
  381. float t_alt = std::fmax(base, (float)column_max_y);
  382. // Only decrease above water_level
  383. if (t_alt > water_level)
  384. m_bgen->heatmap[index_2d] -=
  385. (t_alt - water_level) * 20.0f / altitude_chill;
  386. }
  387. }
  388. return surface_max_y;
  389. }