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Fix Mapgen Valleys getSpawnLevelAtPoint() (#7756)
[minetest.git] / src / mapgen / mapgen_v5.cpp
1 /*
2 Minetest
3 Copyright (C) 2014-2018 paramat
4 Copyright (C) 2014-2018 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_v5.h"
40
41
42 FlagDesc flagdesc_mapgen_v5[] = {
43         {"caverns", MGV5_CAVERNS},
44         {NULL,      0}
45 };
46
47
48 MapgenV5::MapgenV5(int mapgenid, MapgenV5Params *params, EmergeManager *emerge)
49         : MapgenBasic(mapgenid, params, emerge)
50 {
51         spflags          = params->spflags;
52         cave_width       = params->cave_width;
53         large_cave_depth = params->large_cave_depth;
54         lava_depth       = params->lava_depth;
55         cavern_limit     = params->cavern_limit;
56         cavern_taper     = params->cavern_taper;
57         cavern_threshold = params->cavern_threshold;
58         dungeon_ymin     = params->dungeon_ymin;
59         dungeon_ymax     = params->dungeon_ymax;
60
61         // Terrain noise
62         noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
63         noise_factor       = new Noise(&params->np_factor,       seed, csize.X, csize.Z);
64         noise_height       = new Noise(&params->np_height,       seed, csize.X, csize.Z);
65
66         // 3D terrain noise
67         // 1-up 1-down overgeneration
68         noise_ground = new Noise(&params->np_ground, seed, csize.X, csize.Y + 2, csize.Z);
69         // 1 down overgeneration
70         MapgenBasic::np_cave1  = params->np_cave1;
71         MapgenBasic::np_cave2  = params->np_cave2;
72         MapgenBasic::np_cavern = params->np_cavern;
73 }
74
75
76 MapgenV5::~MapgenV5()
77 {
78         delete noise_filler_depth;
79         delete noise_factor;
80         delete noise_height;
81         delete noise_ground;
82 }
83
84
85 MapgenV5Params::MapgenV5Params():
86         np_filler_depth (0, 1,  v3f(150, 150, 150), 261,    4, 0.7,  2.0),
87         np_factor       (0, 1,  v3f(250, 250, 250), 920381, 3, 0.45, 2.0),
88         np_height       (0, 10, v3f(250, 250, 250), 84174,  4, 0.5,  2.0),
89         np_ground       (0, 40, v3f(80,  80,  80),  983240, 4, 0.55, 2.0, NOISE_FLAG_EASED),
90         np_cave1        (0, 12, v3f(61,  61,  61),  52534,  3, 0.5,  2.0),
91         np_cave2        (0, 12, v3f(67,  67,  67),  10325,  3, 0.5,  2.0),
92         np_cavern       (0, 1,  v3f(384, 128, 384), 723,    5, 0.63, 2.0)
93 {
94 }
95
96
97 void MapgenV5Params::readParams(const Settings *settings)
98 {
99         settings->getFlagStrNoEx("mgv5_spflags",        spflags, flagdesc_mapgen_v5);
100         settings->getFloatNoEx("mgv5_cave_width",       cave_width);
101         settings->getS16NoEx("mgv5_large_cave_depth",   large_cave_depth);
102         settings->getS16NoEx("mgv5_lava_depth",         lava_depth);
103         settings->getS16NoEx("mgv5_cavern_limit",       cavern_limit);
104         settings->getS16NoEx("mgv5_cavern_taper",       cavern_taper);
105         settings->getFloatNoEx("mgv5_cavern_threshold", cavern_threshold);
106         settings->getS16NoEx("mgv5_dungeon_ymin",       dungeon_ymin);
107         settings->getS16NoEx("mgv5_dungeon_ymax",       dungeon_ymax);
108
109         settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
110         settings->getNoiseParams("mgv5_np_factor",       np_factor);
111         settings->getNoiseParams("mgv5_np_height",       np_height);
112         settings->getNoiseParams("mgv5_np_ground",       np_ground);
113         settings->getNoiseParams("mgv5_np_cave1",        np_cave1);
114         settings->getNoiseParams("mgv5_np_cave2",        np_cave2);
115         settings->getNoiseParams("mgv5_np_cavern",       np_cavern);
116 }
117
118
119 void MapgenV5Params::writeParams(Settings *settings) const
120 {
121         settings->setFlagStr("mgv5_spflags",        spflags, flagdesc_mapgen_v5, U32_MAX);
122         settings->setFloat("mgv5_cave_width",       cave_width);
123         settings->setS16("mgv5_large_cave_depth",   large_cave_depth);
124         settings->setS16("mgv5_lava_depth",         lava_depth);
125         settings->setS16("mgv5_cavern_limit",       cavern_limit);
126         settings->setS16("mgv5_cavern_taper",       cavern_taper);
127         settings->setFloat("mgv5_cavern_threshold", cavern_threshold);
128         settings->setS16("mgv5_dungeon_ymin",       dungeon_ymin);
129         settings->setS16("mgv5_dungeon_ymax",       dungeon_ymax);
130
131         settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
132         settings->setNoiseParams("mgv5_np_factor",       np_factor);
133         settings->setNoiseParams("mgv5_np_height",       np_height);
134         settings->setNoiseParams("mgv5_np_ground",       np_ground);
135         settings->setNoiseParams("mgv5_np_cave1",        np_cave1);
136         settings->setNoiseParams("mgv5_np_cave2",        np_cave2);
137         settings->setNoiseParams("mgv5_np_cavern",       np_cavern);
138 }
139
140
141 int MapgenV5::getSpawnLevelAtPoint(v2s16 p)
142 {
143
144         float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
145         if (f < 0.01)
146                 f = 0.01;
147         else if (f >= 1.0)
148                 f *= 1.6;
149         float h = NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
150
151         // noise_height 'offset' is the average level of terrain. At least 50% of
152         // terrain will be below this.
153         // Raising the maximum spawn level above 'water_level + 16' is necessary
154         // for when noise_height 'offset' is set much higher than water_level.
155         s16 max_spawn_y = MYMAX(noise_height->np.offset, water_level + 16);
156
157         // Starting spawn search at max_spawn_y + 128 ensures 128 nodes of open
158         // space above spawn position. Avoids spawning in possibly sealed voids.
159         for (s16 y = max_spawn_y + 128; y >= water_level; y--) {
160                 float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
161
162                 if (n_ground * f > y - h) {  // If solid
163                         if (y < water_level || y > max_spawn_y)
164                                 return MAX_MAP_GENERATION_LIMIT;  // Unsuitable spawn point
165
166                         // y + 2 because y is surface and due to biome 'dust' nodes.
167                         return y + 2;
168                 }
169         }
170         // Unsuitable spawn position, no ground found
171         return MAX_MAP_GENERATION_LIMIT;
172 }
173
174
175 void MapgenV5::makeChunk(BlockMakeData *data)
176 {
177         // Pre-conditions
178         assert(data->vmanip);
179         assert(data->nodedef);
180         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
181                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
182                 data->blockpos_requested.Z >= data->blockpos_min.Z);
183         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
184                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
185                 data->blockpos_requested.Z <= data->blockpos_max.Z);
186
187         this->generating = true;
188         this->vm   = data->vmanip;
189         this->ndef = data->nodedef;
190         //TimeTaker t("makeChunk");
191
192         v3s16 blockpos_min = data->blockpos_min;
193         v3s16 blockpos_max = data->blockpos_max;
194         node_min = blockpos_min * MAP_BLOCKSIZE;
195         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
196         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
197         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
198
199         // Create a block-specific seed
200         blockseed = getBlockSeed2(full_node_min, seed);
201
202         // Generate base terrain
203         s16 stone_surface_max_y = generateBaseTerrain();
204
205         // Create heightmap
206         updateHeightmap(node_min, node_max);
207
208         // Init biome generator, place biome-specific nodes, and build biomemap
209         if (flags & MG_BIOMES) {
210                 biomegen->calcBiomeNoise(node_min);
211                 generateBiomes();
212         }
213
214         // Generate tunnels, caverns and large randomwalk caves
215         if (flags & MG_CAVES) {
216                 // Generate tunnels first as caverns confuse them
217                 generateCavesNoiseIntersection(stone_surface_max_y);
218
219                 // Generate caverns
220                 bool near_cavern = false;
221                 if (spflags & MGV5_CAVERNS)
222                         near_cavern = generateCavernsNoise(stone_surface_max_y);
223
224                 // Generate large randomwalk caves
225                 if (near_cavern)
226                         // Disable large randomwalk caves in this mapchunk by setting
227                         // 'large cave depth' to world base. Avoids excessive liquid in
228                         // large caverns and floating blobs of overgenerated liquid.
229                         generateCavesRandomWalk(stone_surface_max_y,
230                                 -MAX_MAP_GENERATION_LIMIT);
231                 else
232                         generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
233         }
234
235         // Generate the registered ores
236         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
237
238         // Generate dungeons and desert temples
239         if ((flags & MG_DUNGEONS) && full_node_min.Y >= dungeon_ymin &&
240                         full_node_max.Y <= dungeon_ymax)
241                 generateDungeons(stone_surface_max_y);
242
243         // Generate the registered decorations
244         if (flags & MG_DECORATIONS)
245                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
246
247         // Sprinkle some dust on top after everything else was generated
248         if (flags & MG_BIOMES)
249                 dustTopNodes();
250
251         //printf("makeChunk: %dms\n", t.stop());
252
253         // Add top and bottom side of water to transforming_liquid queue
254         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
255
256         // Calculate lighting
257         if (flags & MG_LIGHT) {
258                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
259                         full_node_min, full_node_max);
260         }
261
262         this->generating = false;
263 }
264
265
266 int MapgenV5::generateBaseTerrain()
267 {
268         u32 index = 0;
269         u32 index2d = 0;
270         int stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
271
272         noise_factor->perlinMap2D(node_min.X, node_min.Z);
273         noise_height->perlinMap2D(node_min.X, node_min.Z);
274         noise_ground->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
275
276         for (s16 z=node_min.Z; z<=node_max.Z; z++) {
277                 for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
278                         u32 vi = vm->m_area.index(node_min.X, y, z);
279                         for (s16 x=node_min.X; x<=node_max.X; x++, vi++, index++, index2d++) {
280                                 if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
281                                         continue;
282
283                                 float f = 0.55 + noise_factor->result[index2d];
284                                 if (f < 0.01)
285                                         f = 0.01;
286                                 else if (f >= 1.0)
287                                         f *= 1.6;
288                                 float h = noise_height->result[index2d];
289
290                                 if (noise_ground->result[index] * f < y - h) {
291                                         if (y <= water_level)
292                                                 vm->m_data[vi] = MapNode(c_water_source);
293                                         else
294                                                 vm->m_data[vi] = MapNode(CONTENT_AIR);
295                                 } else {
296                                         vm->m_data[vi] = MapNode(c_stone);
297                                         if (y > stone_surface_max_y)
298                                                 stone_surface_max_y = y;
299                                 }
300                         }
301                         index2d -= ystride;
302                 }
303                 index2d += ystride;
304         }
305
306         return stone_surface_max_y;
307 }