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- /*
- Minetest Valleys C
- Copyright (C) 2016-2017 Duane Robertson <duane@duanerobertson.com>
- Copyright (C) 2016-2017 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 "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"
- //#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, MapgenValleysParams *params, EmergeManager *emerge)
- : MapgenBasic(mapgenid, params, emerge)
- {
- // NOTE: MapgenValleys has a hard dependency on BiomeGenOriginal
- m_bgen = (BiomeGenOriginal *)biomegen;
- BiomeParamsOriginal *bp = (BiomeParamsOriginal *)params->bparams;
- spflags = params->spflags;
- altitude_chill = params->altitude_chill;
- large_cave_depth = params->large_cave_depth;
- lava_features_lim = rangelim(params->lava_features, 0, 10);
- massive_cave_depth = params->massive_cave_depth;
- river_depth_bed = params->river_depth + 1.f;
- river_size_factor = params->river_size / 100.f;
- water_features_lim = rangelim(params->water_features, 0, 10);
- cave_width = params->cave_width;
- //// 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
- noise_cave1 = new Noise(¶ms->np_cave1, seed, csize.X, csize.Y + 1, csize.Z);
- noise_cave2 = new Noise(¶ms->np_cave2, seed, csize.X, csize.Y + 1, csize.Z);
- noise_massive_caves = new Noise(¶ms->np_massive_caves, seed, csize.X, csize.Y + 1, csize.Z);
- humid_rivers = (spflags & MGVALLEYS_HUMID_RIVERS);
- use_altitude_chill = (spflags & MGVALLEYS_ALT_CHILL);
- humidity_adjust = bp->np_humidity.offset - 50.f;
- // a small chance of overflows if the settings are very high
- cave_water_max_height = water_level + MYMAX(0, water_features_lim - 4) * 50;
- lava_max_height = water_level + MYMAX(0, lava_features_lim - 4) * 50;
- tcave_cache = new float[csize.Y + 2];
- }
- MapgenValleys::~MapgenValleys()
- {
- delete noise_cave1;
- delete noise_cave2;
- delete noise_filler_depth;
- 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[] tcave_cache;
- }
- MapgenValleysParams::MapgenValleysParams():
- np_cave1 (0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
- np_cave2 (0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
- np_filler_depth (0.f, 1.2f, v3f(256, 256, 256), 1605, 3, 0.5f, 2.f),
- np_inter_valley_fill (0.f, 1.f, v3f(256, 512, 256), 1993, 6, 0.8f, 2.f),
- np_inter_valley_slope (0.5f, 0.5f, v3f(128, 128, 128), 746, 1, 1.f, 2.f),
- np_rivers (0.f, 1.f, v3f(256, 256, 256), -6050, 5, 0.6f, 2.f),
- np_massive_caves (0.f, 1.f, v3f(768, 256, 768), 59033, 6, 0.63f, 2.f),
- np_terrain_height (-10.f, 50.f, v3f(1024, 1024, 1024), 5202, 6, 0.4f, 2.f),
- np_valley_depth (5.f, 4.f, v3f(512, 512, 512), -1914, 1, 1.f, 2.f),
- np_valley_profile (0.6f, 0.5f, v3f(512, 512, 512), 777, 1, 1.f, 2.f)
- {
- }
- 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->getU16NoEx("mgvalleys_lava_features", lava_features);
- settings->getS16NoEx("mgvalleys_massive_cave_depth", massive_cave_depth);
- settings->getU16NoEx("mgvalleys_river_depth", river_depth);
- settings->getU16NoEx("mgvalleys_river_size", river_size);
- settings->getU16NoEx("mgvalleys_water_features", water_features);
- settings->getFloatNoEx("mgvalleys_cave_width", cave_width);
- settings->getNoiseParams("mgvalleys_np_cave1", np_cave1);
- settings->getNoiseParams("mgvalleys_np_cave2", np_cave2);
- 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_massive_caves", np_massive_caves);
- 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);
- }
- 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->setU16("mgvalleys_lava_features", lava_features);
- settings->setS16("mgvalleys_massive_cave_depth", massive_cave_depth);
- settings->setU16("mgvalleys_river_depth", river_depth);
- settings->setU16("mgvalleys_river_size", river_size);
- settings->setU16("mgvalleys_water_features", water_features);
- settings->setFloat("mgvalleys_cave_width", cave_width);
- settings->setNoiseParams("mgvalleys_np_cave1", np_cave1);
- settings->setNoiseParams("mgvalleys_np_cave2", np_cave2);
- 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_massive_caves", np_massive_caves);
- 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);
- }
- ///////////////////////////////////////
- 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 biome noises. Note this must be executed strictly before
- // generateTerrain, because generateTerrain depends on intermediate
- // biome-related noises.
- m_bgen->calcBiomeNoise(node_min);
- // Generate noise maps and base terrain height.
- // Modify heat and humidity maps.
- calculateNoise();
- // Generate base terrain with initial heightmaps
- s16 stone_surface_max_y = generateTerrain();
- // Recalculate heightmap
- updateHeightmap(node_min, node_max);
- // Place biome-specific nodes and build biomemap
- MgStoneType mgstone_type;
- content_t biome_stone;
- generateBiomes(&mgstone_type, &biome_stone);
- // Cave creation.
- if (flags & MG_CAVES)
- generateCaves(stone_surface_max_y, large_cave_depth);
- // Dungeon creation
- if ((flags & MG_DUNGEONS) && node_max.Y < 50)
- generateDungeons(stone_surface_max_y, mgstone_type, biome_stone);
- // 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_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++) {
- m_bgen->heatmap[index] += heat_offset;
- m_bgen->humidmap[index] *= humidity_scale;
- }
- 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;
- }
- }
- // 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
- 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_stone(c_stone);
- MapNode n_water(c_water_source);
- 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 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 = m_bgen->heatmap[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 = m_bgen->humidmap[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_1u1d + (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 (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 { // air
- vm->m_data[index_data] = n_air;
- }
- }
- vm->m_area.add_y(em, index_data, 1);
- index_3d += ystride;
- }
- 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 = m_bgen->humidmap[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;
- m_bgen->humidmap[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.
- m_bgen->heatmap[index_2d] = t_heat;
- else if (t_alt > 0.f)
- m_bgen->heatmap[index_2d] -= alt_to_heat * t_alt / altitude_chill;
- }
- }
- return surface_max_y;
- }
- void MapgenValleys::generateCaves(s16 max_stone_y, s16 large_cave_depth)
- {
- 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);
- const 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 = -mapgen_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 / mapgen_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((mapgen_limit - abs(node_min.Y) + 1) * 10.f / mapgen_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;
- 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 *)m_bmgr->getRaw(biomemap[index_2d]);
- bool tunnel_air_above = false;
- bool is_under_river = false;
- bool underground = false;
- u32 index_data = vm->m_area.index(x, node_max.Y, z);
- u32 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)
- continue;
- 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;
- continue;
- }
- content_t c = vm->m_data[index_data].getContent();
- // Detect river water to place riverbed nodes in tunnels
- if (c == biome->c_river_water)
- is_under_river = true;
- float d1 = contour(noise_cave1->result[index_3d]);
- float d2 = contour(noise_cave2->result[index_3d]);
- if (d1 * d2 > cave_width && ndef->get(c).is_ground_content) {
- // in a tunnel
- vm->m_data[index_data] = n_air;
- tunnel_air_above = true;
- } else if (c == biome->c_filler || c == biome->c_stone) {
- if (tunnel_air_above) {
- // at the tunnel floor
- s16 sr = ps.range(0, 39);
- u32 j = index_data;
- vm->m_area.add_y(em, j, 1);
- if (sr > terrain - y) {
- // Put biome nodes in tunnels near the surface
- if (is_under_river)
- vm->m_data[index_data] = MapNode(biome->c_riverbed);
- else 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;
- }
- }
- tunnel_air_above = false;
- underground = true;
- } else {
- tunnel_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++) {
- CavesRandomWalk cave(ndef, &gennotify, seed, water_level,
- c_water_source, c_lava_source, lava_max_height);
- cave.makeCave(vm, node_min, node_max, &ps, true, max_stone_y, heightmap);
- }
- }
- }
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