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- /*
- Minetest
- Copyright (C) 2016-2019 Duane Robertson <duane@duanerobertson.com>
- Copyright (C) 2016-2019 paramat
- 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 "nodedef.h"
- #include "voxelalgorithms.h"
- //#include "profiler.h" // For TimeTaker
- #include "settings.h" // For g_settings
- #include "emerge.h"
- #include "dungeongen.h"
- #include "mg_biome.h"
- #include "mg_ore.h"
- #include "mg_decoration.h"
- #include "mapgen_valleys.h"
- #include "cavegen.h"
- #include <cmath>
- FlagDesc flagdesc_mapgen_valleys[] = {
- {"altitude_chill", MGVALLEYS_ALT_CHILL},
- {"humid_rivers", MGVALLEYS_HUMID_RIVERS},
- {"vary_river_depth", MGVALLEYS_VARY_RIVER_DEPTH},
- {"altitude_dry", MGVALLEYS_ALT_DRY},
- {NULL, 0}
- };
- MapgenValleys::MapgenValleys(int mapgenid, MapgenValleysParams *params,
- EmergeManager *emerge)
- : MapgenBasic(mapgenid, params, emerge)
- {
- // NOTE: MapgenValleys has a hard dependency on BiomeGenOriginal
- m_bgen = (BiomeGenOriginal *)biomegen;
- spflags = params->spflags;
- altitude_chill = params->altitude_chill;
- river_depth_bed = params->river_depth + 1.0f;
- river_size_factor = params->river_size / 100.0f;
- cave_width = params->cave_width;
- large_cave_depth = params->large_cave_depth;
- lava_depth = params->lava_depth;
- cavern_limit = params->cavern_limit;
- cavern_taper = params->cavern_taper;
- cavern_threshold = params->cavern_threshold;
- dungeon_ymin = params->dungeon_ymin;
- dungeon_ymax = params->dungeon_ymax;
- //// 2D Terrain noise
- noise_filler_depth = new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
- noise_inter_valley_slope = new Noise(¶ms->np_inter_valley_slope, seed, csize.X, csize.Z);
- noise_rivers = new Noise(¶ms->np_rivers, seed, csize.X, csize.Z);
- noise_terrain_height = new Noise(¶ms->np_terrain_height, seed, csize.X, csize.Z);
- noise_valley_depth = new Noise(¶ms->np_valley_depth, seed, csize.X, csize.Z);
- noise_valley_profile = new Noise(¶ms->np_valley_profile, seed, csize.X, csize.Z);
- //// 3D Terrain noise
- // 1-up 1-down overgeneration
- noise_inter_valley_fill = new Noise(¶ms->np_inter_valley_fill,
- seed, csize.X, csize.Y + 2, csize.Z);
- // 1-down overgeneraion
- MapgenBasic::np_cave1 = params->np_cave1;
- MapgenBasic::np_cave2 = params->np_cave2;
- MapgenBasic::np_cavern = params->np_cavern;
- }
- MapgenValleys::~MapgenValleys()
- {
- delete noise_filler_depth;
- delete noise_inter_valley_fill;
- delete noise_inter_valley_slope;
- delete noise_rivers;
- delete noise_terrain_height;
- delete noise_valley_depth;
- delete noise_valley_profile;
- }
- MapgenValleysParams::MapgenValleysParams():
- np_filler_depth (0.0, 1.2, v3f(256, 256, 256), 1605, 3, 0.5, 2.0),
- np_inter_valley_fill (0.0, 1.0, v3f(256, 512, 256), 1993, 6, 0.8, 2.0),
- np_inter_valley_slope (0.5, 0.5, v3f(128, 128, 128), 746, 1, 1.0, 2.0),
- np_rivers (0.0, 1.0, v3f(256, 256, 256), -6050, 5, 0.6, 2.0),
- np_terrain_height (-10.0, 50.0, v3f(1024, 1024, 1024), 5202, 6, 0.4, 2.0),
- np_valley_depth (5.0, 4.0, v3f(512, 512, 512), -1914, 1, 1.0, 2.0),
- np_valley_profile (0.6, 0.50, v3f(512, 512, 512), 777, 1, 1.0, 2.0),
- np_cave1 (0.0, 12.0, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
- np_cave2 (0.0, 12.0, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
- np_cavern (0.0, 1.0, v3f(768, 256, 768), 59033, 6, 0.63, 2.0)
- {
- }
- void MapgenValleysParams::readParams(const Settings *settings)
- {
- settings->getFlagStrNoEx("mgvalleys_spflags", spflags, flagdesc_mapgen_valleys);
- settings->getU16NoEx("mgvalleys_altitude_chill", altitude_chill);
- settings->getS16NoEx("mgvalleys_large_cave_depth", large_cave_depth);
- settings->getS16NoEx("mgvalleys_lava_depth", lava_depth);
- settings->getU16NoEx("mgvalleys_river_depth", river_depth);
- settings->getU16NoEx("mgvalleys_river_size", river_size);
- settings->getFloatNoEx("mgvalleys_cave_width", cave_width);
- settings->getS16NoEx("mgvalleys_cavern_limit", cavern_limit);
- settings->getS16NoEx("mgvalleys_cavern_taper", cavern_taper);
- settings->getFloatNoEx("mgvalleys_cavern_threshold", cavern_threshold);
- settings->getS16NoEx("mgvalleys_dungeon_ymin", dungeon_ymin);
- settings->getS16NoEx("mgvalleys_dungeon_ymax", dungeon_ymax);
- settings->getNoiseParams("mgvalleys_np_filler_depth", np_filler_depth);
- settings->getNoiseParams("mgvalleys_np_inter_valley_fill", np_inter_valley_fill);
- settings->getNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope);
- settings->getNoiseParams("mgvalleys_np_rivers", np_rivers);
- settings->getNoiseParams("mgvalleys_np_terrain_height", np_terrain_height);
- settings->getNoiseParams("mgvalleys_np_valley_depth", np_valley_depth);
- settings->getNoiseParams("mgvalleys_np_valley_profile", np_valley_profile);
- settings->getNoiseParams("mgvalleys_np_cave1", np_cave1);
- settings->getNoiseParams("mgvalleys_np_cave2", np_cave2);
- settings->getNoiseParams("mgvalleys_np_cavern", np_cavern);
- }
- void MapgenValleysParams::writeParams(Settings *settings) const
- {
- settings->setFlagStr("mgvalleys_spflags", spflags, flagdesc_mapgen_valleys, U32_MAX);
- settings->setU16("mgvalleys_altitude_chill", altitude_chill);
- settings->setS16("mgvalleys_large_cave_depth", large_cave_depth);
- settings->setS16("mgvalleys_lava_depth", lava_depth);
- settings->setU16("mgvalleys_river_depth", river_depth);
- settings->setU16("mgvalleys_river_size", river_size);
- settings->setFloat("mgvalleys_cave_width", cave_width);
- settings->setS16("mgvalleys_cavern_limit", cavern_limit);
- settings->setS16("mgvalleys_cavern_taper", cavern_taper);
- settings->setFloat("mgvalleys_cavern_threshold", cavern_threshold);
- settings->setS16("mgvalleys_dungeon_ymin", dungeon_ymin);
- settings->setS16("mgvalleys_dungeon_ymax", dungeon_ymax);
- settings->setNoiseParams("mgvalleys_np_filler_depth", np_filler_depth);
- settings->setNoiseParams("mgvalleys_np_inter_valley_fill", np_inter_valley_fill);
- settings->setNoiseParams("mgvalleys_np_inter_valley_slope", np_inter_valley_slope);
- settings->setNoiseParams("mgvalleys_np_rivers", np_rivers);
- settings->setNoiseParams("mgvalleys_np_terrain_height", np_terrain_height);
- settings->setNoiseParams("mgvalleys_np_valley_depth", np_valley_depth);
- settings->setNoiseParams("mgvalleys_np_valley_profile", np_valley_profile);
- settings->setNoiseParams("mgvalleys_np_cave1", np_cave1);
- settings->setNoiseParams("mgvalleys_np_cave2", np_cave2);
- settings->setNoiseParams("mgvalleys_np_cavern", np_cavern);
- }
- 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);
- //TimeTaker t("makeChunk");
- 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);
- // Generate biome noises. Note this must be executed strictly before
- // generateTerrain, because generateTerrain depends on intermediate
- // biome-related noises.
- m_bgen->calcBiomeNoise(node_min);
- // Generate terrain
- s16 stone_surface_max_y = generateTerrain();
- // Create heightmap
- updateHeightmap(node_min, node_max);
- // Place biome-specific nodes and build biomemap
- if (flags & MG_BIOMES) {
- generateBiomes();
- }
- // Generate tunnels, caverns and large randomwalk caves
- if (flags & MG_CAVES) {
- // Generate tunnels first as caverns confuse them
- generateCavesNoiseIntersection(stone_surface_max_y);
- // Generate caverns
- bool near_cavern = generateCavernsNoise(stone_surface_max_y);
- // Generate large randomwalk caves
- if (near_cavern)
- // Disable large randomwalk caves in this mapchunk by setting
- // 'large cave depth' to world base. Avoids excessive liquid in
- // large caverns and floating blobs of overgenerated liquid.
- generateCavesRandomWalk(stone_surface_max_y,
- -MAX_MAP_GENERATION_LIMIT);
- else
- generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
- }
- // Generate the registered ores
- m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
- // Dungeon creation
- if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
- full_node_max.Y <= dungeon_ymax)
- generateDungeons(stone_surface_max_y);
- // Generate the registered decorations
- if (flags & MG_DECORATIONS)
- m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
- // Sprinkle some dust on top after everything else was generated
- if (flags & MG_BIOMES)
- dustTopNodes();
- 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);
- this->generating = false;
- //printf("makeChunk: %lums\n", t.stop());
- }
- int MapgenValleys::getSpawnLevelAtPoint(v2s16 p)
- {
- // Check if in a river channel
- float n_rivers = NoisePerlin2D(&noise_rivers->np, p.X, p.Y, seed);
- if (std::fabs(n_rivers) <= river_size_factor)
- // Unsuitable spawn point
- return MAX_MAP_GENERATION_LIMIT;
- float n_slope = NoisePerlin2D(&noise_inter_valley_slope->np, p.X, p.Y, seed);
- float n_terrain_height = NoisePerlin2D(&noise_terrain_height->np, p.X, p.Y, seed);
- float n_valley = NoisePerlin2D(&noise_valley_depth->np, p.X, p.Y, seed);
- float n_valley_profile = NoisePerlin2D(&noise_valley_profile->np, p.X, p.Y, seed);
- float valley_d = n_valley * n_valley;
- float base = n_terrain_height + valley_d;
- float river = std::fabs(n_rivers) - river_size_factor;
- float tv = std::fmax(river / n_valley_profile, 0.0f);
- float valley_h = valley_d * (1.0f - std::exp(-tv * tv));
- float surface_y = base + valley_h;
- float slope = n_slope * valley_h;
- float river_y = base - 1.0f;
- // Raising the maximum spawn level above 'water_level + 16' is necessary for custom
- // parameters that set average terrain level much higher than water_level.
- s16 max_spawn_y = std::fmax(
- noise_terrain_height->np.offset +
- noise_valley_depth->np.offset * noise_valley_depth->np.offset,
- water_level + 16);
- // Starting spawn search at max_spawn_y + 128 ensures 128 nodes of open
- // space above spawn position. Avoids spawning in possibly sealed voids.
- for (s16 y = max_spawn_y + 128; y >= water_level; y--) {
- float n_fill = NoisePerlin3D(&noise_inter_valley_fill->np, p.X, y, p.Y, seed);
- float surface_delta = (float)y - surface_y;
- float density = slope * n_fill - surface_delta;
- if (density > 0.0f) { // If solid
- // Sometimes surface level is below river water level in places that are not
- // river channels.
- if (y < water_level || y > max_spawn_y || y < (s16)river_y)
- // Unsuitable spawn point
- return MAX_MAP_GENERATION_LIMIT;
- // y + 2 because y is surface and due to biome 'dust' nodes.
- return y + 2;
- }
- }
- // Unsuitable spawn position, no ground found
- return MAX_MAP_GENERATION_LIMIT;
- }
- int MapgenValleys::generateTerrain()
- {
- MapNode n_air(CONTENT_AIR);
- MapNode n_river_water(c_river_water_source);
- MapNode n_stone(c_stone);
- MapNode n_water(c_water_source);
- noise_inter_valley_slope->perlinMap2D(node_min.X, node_min.Z);
- noise_rivers->perlinMap2D(node_min.X, node_min.Z);
- noise_terrain_height->perlinMap2D(node_min.X, node_min.Z);
- noise_valley_depth->perlinMap2D(node_min.X, node_min.Z);
- noise_valley_profile->perlinMap2D(node_min.X, node_min.Z);
- noise_inter_valley_fill->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
- const 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 n_slope = noise_inter_valley_slope->result[index_2d];
- float n_rivers = noise_rivers->result[index_2d];
- float n_terrain_height = noise_terrain_height->result[index_2d];
- float n_valley = noise_valley_depth->result[index_2d];
- float n_valley_profile = noise_valley_profile->result[index_2d];
- float valley_d = n_valley * n_valley;
- // 'base' represents the level of the river banks
- float base = n_terrain_height + valley_d;
- // 'river' represents the distance from the river edge
- float river = std::fabs(n_rivers) - river_size_factor;
- // Use the curve of the function 1-exp(-(x/a)^2) to model valleys.
- // 'valley_h' represents the height of the terrain, from the rivers.
- float tv = std::fmax(river / n_valley_profile, 0.0f);
- float valley_h = valley_d * (1.0f - std::exp(-tv * tv));
- // Approximate height of the terrain
- float surface_y = base + valley_h;
- float slope = n_slope * valley_h;
- // River water surface is 1 node below river banks
- float river_y = base - 1.0f;
- // Rivers are placed where 'river' is negative
- if (river < 0.0f) {
- // Use the the function -sqrt(1-x^2) which models a circle
- float tr = river / river_size_factor + 1.0f;
- float depth = (river_depth_bed *
- std::sqrt(std::fmax(0.0f, 1.0f - tr * tr)));
- // There is no logical equivalent to this using rangelim
- surface_y = std::fmin(
- std::fmax(base - depth, (float)(water_level - 3)),
- surface_y);
- slope = 0.0f;
- }
- // Optionally vary river depth according to heat and humidity
- if (spflags & MGVALLEYS_VARY_RIVER_DEPTH) {
- float t_heat = m_bgen->heatmap[index_2d];
- float heat = (spflags & MGVALLEYS_ALT_CHILL) ?
- // Match heat value calculated below in
- // 'Optionally decrease heat with altitude'.
- // In rivers, 'ground height ignoring riverbeds' is 'base'.
- // As this only affects river water we can assume y > water_level.
- t_heat + 5.0f - (base - water_level) * 20.0f / altitude_chill :
- t_heat;
- float delta = m_bgen->humidmap[index_2d] - 50.0f;
- if (delta < 0.0f) {
- float t_evap = (heat - 32.0f) / 300.0f;
- river_y += delta * std::fmax(t_evap, 0.08f);
- }
- }
- // Highest solid node in column
- s16 column_max_y = surface_y;
- u32 index_3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
- u32 index_data = 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[index_data].getContent() == CONTENT_IGNORE) {
- float n_fill = noise_inter_valley_fill->result[index_3d];
- float surface_delta = (float)y - surface_y;
- // Density = density noise + density gradient
- float density = slope * n_fill - surface_delta;
- if (density > 0.0f) {
- vm->m_data[index_data] = n_stone; // Stone
- if (y > surface_max_y)
- surface_max_y = y;
- if (y > column_max_y)
- column_max_y = y;
- } else if (y <= water_level) {
- vm->m_data[index_data] = n_water; // Water
- } else if (y <= (s16)river_y) {
- vm->m_data[index_data] = n_river_water; // River water
- } else {
- vm->m_data[index_data] = n_air; // Air
- }
- }
- VoxelArea::add_y(em, index_data, 1);
- index_3d += ystride;
- }
- // Optionally increase humidity around rivers
- if (spflags & MGVALLEYS_HUMID_RIVERS) {
- // Compensate to avoid increasing average humidity
- m_bgen->humidmap[index_2d] *= 0.8f;
- // Ground height ignoring riverbeds
- float t_alt = std::fmax(base, (float)column_max_y);
- float water_depth = (t_alt - base) / 4.0f;
- m_bgen->humidmap[index_2d] *=
- 1.0f + std::pow(0.5f, std::fmax(water_depth, 1.0f));
- }
- // Optionally decrease humidity with altitude
- if (spflags & MGVALLEYS_ALT_DRY) {
- // Ground height ignoring riverbeds
- float t_alt = std::fmax(base, (float)column_max_y);
- // Only decrease above water_level
- if (t_alt > water_level)
- m_bgen->humidmap[index_2d] -=
- (t_alt - water_level) * 10.0f / altitude_chill;
- }
- // Optionally decrease heat with altitude
- if (spflags & MGVALLEYS_ALT_CHILL) {
- // Compensate to avoid reducing the average heat
- m_bgen->heatmap[index_2d] += 5.0f;
- // Ground height ignoring riverbeds
- float t_alt = std::fmax(base, (float)column_max_y);
- // Only decrease above water_level
- if (t_alt > water_level)
- m_bgen->heatmap[index_2d] -=
- (t_alt - water_level) * 20.0f / altitude_chill;
- }
- }
- return surface_max_y;
- }
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