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Mapgen caves: Re-order generation to fix cavern bug
[dragonfireclient.git] / src / mapgen / mapgen_flat.cpp
1 /*
2 Minetest
3 Copyright (C) 2015-2018 paramat
4 Copyright (C) 2015-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
5
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
10
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 GNU Lesser General Public License for more details.
15
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
19 */
20
21
22 #include "mapgen.h"
23 #include "voxel.h"
24 #include "noise.h"
25 #include "mapblock.h"
26 #include "mapnode.h"
27 #include "map.h"
28 #include "content_sao.h"
29 #include "nodedef.h"
30 #include "voxelalgorithms.h"
31 //#include "profiler.h" // For TimeTaker
32 #include "settings.h" // For g_settings
33 #include "emerge.h"
34 #include "dungeongen.h"
35 #include "cavegen.h"
36 #include "mg_biome.h"
37 #include "mg_ore.h"
38 #include "mg_decoration.h"
39 #include "mapgen_flat.h"
40
41
42 FlagDesc flagdesc_mapgen_flat[] = {
43         {"lakes", MGFLAT_LAKES},
44         {"hills", MGFLAT_HILLS},
45         {NULL,    0}
46 };
47
48 ///////////////////////////////////////////////////////////////////////////////////////
49
50
51 MapgenFlat::MapgenFlat(int mapgenid, MapgenFlatParams *params, EmergeManager *emerge)
52         : MapgenBasic(mapgenid, params, emerge)
53 {
54         spflags          = params->spflags;
55         ground_level     = params->ground_level;
56         large_cave_depth = params->large_cave_depth;
57         lava_depth       = params->lava_depth;
58         cave_width       = params->cave_width;
59         lake_threshold   = params->lake_threshold;
60         lake_steepness   = params->lake_steepness;
61         hill_threshold   = params->hill_threshold;
62         hill_steepness   = params->hill_steepness;
63         dungeon_ymin     = params->dungeon_ymin;
64         dungeon_ymax     = params->dungeon_ymax;
65
66         // 2D noise
67         noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
68
69         if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
70                 noise_terrain = new Noise(&params->np_terrain, seed, csize.X, csize.Z);
71         // 3D noise
72         MapgenBasic::np_cave1 = params->np_cave1;
73         MapgenBasic::np_cave2 = params->np_cave2;
74 }
75
76
77 MapgenFlat::~MapgenFlat()
78 {
79         delete noise_filler_depth;
80
81         if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
82                 delete noise_terrain;
83 }
84
85
86 MapgenFlatParams::MapgenFlatParams():
87         np_terrain      (0, 1,   v3f(600, 600, 600), 7244,  5, 0.6, 2.0),
88         np_filler_depth (0, 1.2, v3f(150, 150, 150), 261,   3, 0.7, 2.0),
89         np_cave1        (0, 12,  v3f(61,  61,  61),  52534, 3, 0.5, 2.0),
90         np_cave2        (0, 12,  v3f(67,  67,  67),  10325, 3, 0.5, 2.0)
91 {
92 }
93
94
95 void MapgenFlatParams::readParams(const Settings *settings)
96 {
97         settings->getFlagStrNoEx("mgflat_spflags",      spflags, flagdesc_mapgen_flat);
98         settings->getS16NoEx("mgflat_ground_level",     ground_level);
99         settings->getS16NoEx("mgflat_large_cave_depth", large_cave_depth);
100         settings->getS16NoEx("mgflat_lava_depth",       lava_depth);
101         settings->getFloatNoEx("mgflat_cave_width",     cave_width);
102         settings->getFloatNoEx("mgflat_lake_threshold", lake_threshold);
103         settings->getFloatNoEx("mgflat_lake_steepness", lake_steepness);
104         settings->getFloatNoEx("mgflat_hill_threshold", hill_threshold);
105         settings->getFloatNoEx("mgflat_hill_steepness", hill_steepness);
106         settings->getS16NoEx("mgflat_dungeon_ymin",     dungeon_ymin);
107         settings->getS16NoEx("mgflat_dungeon_ymax",     dungeon_ymax);
108
109         settings->getNoiseParams("mgflat_np_terrain",      np_terrain);
110         settings->getNoiseParams("mgflat_np_filler_depth", np_filler_depth);
111         settings->getNoiseParams("mgflat_np_cave1",        np_cave1);
112         settings->getNoiseParams("mgflat_np_cave2",        np_cave2);
113 }
114
115
116 void MapgenFlatParams::writeParams(Settings *settings) const
117 {
118         settings->setFlagStr("mgflat_spflags",      spflags, flagdesc_mapgen_flat, U32_MAX);
119         settings->setS16("mgflat_ground_level",     ground_level);
120         settings->setS16("mgflat_large_cave_depth", large_cave_depth);
121         settings->setS16("mgflat_lava_depth",       lava_depth);
122         settings->setFloat("mgflat_cave_width",     cave_width);
123         settings->setFloat("mgflat_lake_threshold", lake_threshold);
124         settings->setFloat("mgflat_lake_steepness", lake_steepness);
125         settings->setFloat("mgflat_hill_threshold", hill_threshold);
126         settings->setFloat("mgflat_hill_steepness", hill_steepness);
127         settings->setS16("mgflat_dungeon_ymin",     dungeon_ymin);
128         settings->setS16("mgflat_dungeon_ymax",     dungeon_ymax);
129
130         settings->setNoiseParams("mgflat_np_terrain",      np_terrain);
131         settings->setNoiseParams("mgflat_np_filler_depth", np_filler_depth);
132         settings->setNoiseParams("mgflat_np_cave1",        np_cave1);
133         settings->setNoiseParams("mgflat_np_cave2",        np_cave2);
134 }
135
136
137 /////////////////////////////////////////////////////////////////
138
139
140 int MapgenFlat::getSpawnLevelAtPoint(v2s16 p)
141 {
142         s16 level_at_point = ground_level;
143         float n_terrain = 0.0f;
144         if ((spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS))
145                 n_terrain = NoisePerlin2D(&noise_terrain->np, p.X, p.Y, seed);
146
147         if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
148                 level_at_point = ground_level -
149                         (lake_threshold - n_terrain) * lake_steepness;
150         } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
151                 level_at_point = ground_level +
152                         (n_terrain - hill_threshold) * hill_steepness;
153         }
154
155         if (ground_level < water_level)  // Ocean world, allow spawn in water
156                 return MYMAX(level_at_point, water_level);
157
158         if (level_at_point > water_level)
159                 return level_at_point;  // Spawn on land
160
161         return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
162 }
163
164
165 void MapgenFlat::makeChunk(BlockMakeData *data)
166 {
167         // Pre-conditions
168         assert(data->vmanip);
169         assert(data->nodedef);
170         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
171                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
172                 data->blockpos_requested.Z >= data->blockpos_min.Z);
173         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
174                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
175                 data->blockpos_requested.Z <= data->blockpos_max.Z);
176
177         this->generating = true;
178         this->vm   = data->vmanip;
179         this->ndef = data->nodedef;
180         //TimeTaker t("makeChunk");
181
182         v3s16 blockpos_min = data->blockpos_min;
183         v3s16 blockpos_max = data->blockpos_max;
184         node_min = blockpos_min * MAP_BLOCKSIZE;
185         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
186         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
187         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
188
189         blockseed = getBlockSeed2(full_node_min, seed);
190
191         // Generate base terrain, mountains, and ridges with initial heightmaps
192         s16 stone_surface_max_y = generateTerrain();
193
194         // Create heightmap
195         updateHeightmap(node_min, node_max);
196
197         // Init biome generator, place biome-specific nodes, and build biomemap
198         biomegen->calcBiomeNoise(node_min);
199         generateBiomes();
200
201         if (flags & MG_CAVES) {
202                 // Generate tunnels
203                 generateCavesNoiseIntersection(stone_surface_max_y);
204                 // Generate large randomwalk caves
205                 generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
206         }
207
208         if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
209                         full_node_max.Y <= dungeon_ymax)
210                 generateDungeons(stone_surface_max_y);
211
212         // Generate the registered decorations
213         if (flags & MG_DECORATIONS)
214                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
215
216         // Generate the registered ores
217         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
218
219         // Sprinkle some dust on top after everything else was generated
220         dustTopNodes();
221
222         //printf("makeChunk: %dms\n", t.stop());
223
224         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
225
226         if (flags & MG_LIGHT)
227                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
228                         full_node_min, full_node_max);
229
230         //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
231         //                      node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
232
233         this->generating = false;
234 }
235
236
237 s16 MapgenFlat::generateTerrain()
238 {
239         MapNode n_air(CONTENT_AIR);
240         MapNode n_stone(c_stone);
241         MapNode n_water(c_water_source);
242
243         const v3s16 &em = vm->m_area.getExtent();
244         s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
245         u32 ni2d = 0;
246
247         bool use_noise = (spflags & MGFLAT_LAKES) || (spflags & MGFLAT_HILLS);
248         if (use_noise)
249                 noise_terrain->perlinMap2D(node_min.X, node_min.Z);
250
251         for (s16 z = node_min.Z; z <= node_max.Z; z++)
252         for (s16 x = node_min.X; x <= node_max.X; x++, ni2d++) {
253                 s16 stone_level = ground_level;
254                 float n_terrain = use_noise ? noise_terrain->result[ni2d] : 0.0f;
255
256                 if ((spflags & MGFLAT_LAKES) && n_terrain < lake_threshold) {
257                         s16 depress = (lake_threshold - n_terrain) * lake_steepness;
258                         stone_level = ground_level - depress;
259                 } else if ((spflags & MGFLAT_HILLS) && n_terrain > hill_threshold) {
260                         s16 rise = (n_terrain - hill_threshold) * hill_steepness;
261                         stone_level = ground_level + rise;
262                 }
263
264                 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
265                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
266                         if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
267                                 if (y <= stone_level) {
268                                         vm->m_data[vi] = n_stone;
269                                         if (y > stone_surface_max_y)
270                                                 stone_surface_max_y = y;
271                                 } else if (y <= water_level) {
272                                         vm->m_data[vi] = n_water;
273                                 } else {
274                                         vm->m_data[vi] = n_air;
275                                 }
276                         }
277                         VoxelArea::add_y(em, vi, 1);
278                 }
279         }
280
281         return stone_surface_max_y;
282 }