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Fix pathfinder bugs: returning nil frequently, broken A*, jump through solid nodes...
[minetest.git] / src / mapgen / mapgen_v7.cpp
1 /*
2 Minetest
3 Copyright (C) 2013-2019 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2014-2019 paramat
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 <cmath>
24 #include "voxel.h"
25 #include "noise.h"
26 #include "mapblock.h"
27 #include "mapnode.h"
28 #include "map.h"
29 #include "content_sao.h"
30 #include "nodedef.h"
31 #include "voxelalgorithms.h"
32 //#include "profiler.h" // For TimeTaker
33 #include "settings.h" // For g_settings
34 #include "emerge.h"
35 #include "dungeongen.h"
36 #include "cavegen.h"
37 #include "mg_biome.h"
38 #include "mg_ore.h"
39 #include "mg_decoration.h"
40 #include "mapgen_v7.h"
41
42
43 FlagDesc flagdesc_mapgen_v7[] = {
44         {"mountains",   MGV7_MOUNTAINS},
45         {"ridges",      MGV7_RIDGES},
46         {"floatlands",  MGV7_FLOATLANDS},
47         {"caverns",     MGV7_CAVERNS},
48         {NULL,          0}
49 };
50
51
52 ////////////////////////////////////////////////////////////////////////////////
53
54
55 MapgenV7::MapgenV7(MapgenV7Params *params, EmergeManager *emerge)
56         : MapgenBasic(MAPGEN_V7, params, emerge)
57 {
58         spflags            = params->spflags;
59         mount_zero_level   = params->mount_zero_level;
60
61         cave_width         = params->cave_width;
62         large_cave_depth   = params->large_cave_depth;
63         small_cave_num_min = params->small_cave_num_min;
64         small_cave_num_max = params->small_cave_num_max;
65         large_cave_num_min = params->large_cave_num_min;
66         large_cave_num_max = params->large_cave_num_max;
67         large_cave_flooded = params->large_cave_flooded;
68         cavern_limit       = params->cavern_limit;
69         cavern_taper       = params->cavern_taper;
70         cavern_threshold   = params->cavern_threshold;
71         dungeon_ymin       = params->dungeon_ymin;
72         dungeon_ymax       = params->dungeon_ymax;
73
74         // 2D noise
75         noise_terrain_base =
76                 new Noise(&params->np_terrain_base,    seed, csize.X, csize.Z);
77         noise_terrain_alt =
78                 new Noise(&params->np_terrain_alt,     seed, csize.X, csize.Z);
79         noise_terrain_persist =
80                 new Noise(&params->np_terrain_persist, seed, csize.X, csize.Z);
81         noise_height_select =
82                 new Noise(&params->np_height_select,   seed, csize.X, csize.Z);
83         noise_filler_depth =
84                 new Noise(&params->np_filler_depth,    seed, csize.X, csize.Z);
85
86         if (spflags & MGV7_MOUNTAINS) {
87                 // 2D noise
88                 noise_mount_height =
89                         new Noise(&params->np_mount_height, seed, csize.X, csize.Z);
90                 // 3D noise, 1 up, 1 down overgeneration
91                 noise_mountain =
92                         new Noise(&params->np_mountain,     seed, csize.X, csize.Y + 2, csize.Z);
93         }
94
95         if (spflags & MGV7_RIDGES) {
96                 // 2D noise
97                 noise_ridge_uwater =
98                         new Noise(&params->np_ridge_uwater, seed, csize.X, csize.Z);
99                 // 3D noise, 1 up, 1 down overgeneration
100                 noise_ridge =
101                         new Noise(&params->np_ridge,        seed, csize.X, csize.Y + 2, csize.Z);
102         }
103
104         // 3D noise, 1 down overgeneration
105         MapgenBasic::np_cave1    = params->np_cave1;
106         MapgenBasic::np_cave2    = params->np_cave2;
107         MapgenBasic::np_cavern   = params->np_cavern;
108         // 3D noise
109         MapgenBasic::np_dungeons = params->np_dungeons;
110 }
111
112
113 MapgenV7::~MapgenV7()
114 {
115         delete noise_terrain_base;
116         delete noise_terrain_alt;
117         delete noise_terrain_persist;
118         delete noise_height_select;
119         delete noise_filler_depth;
120
121         if (spflags & MGV7_MOUNTAINS) {
122                 delete noise_mount_height;
123                 delete noise_mountain;
124         }
125
126         if (spflags & MGV7_RIDGES) {
127                 delete noise_ridge_uwater;
128                 delete noise_ridge;
129         }
130 }
131
132
133 MapgenV7Params::MapgenV7Params():
134         np_terrain_base      (4.0,   70.0,  v3f(600,  600,  600),  82341, 5, 0.6,  2.0),
135         np_terrain_alt       (4.0,   25.0,  v3f(600,  600,  600),  5934,  5, 0.6,  2.0),
136         np_terrain_persist   (0.6,   0.1,   v3f(2000, 2000, 2000), 539,   3, 0.6,  2.0),
137         np_height_select     (-8.0,  16.0,  v3f(500,  500,  500),  4213,  6, 0.7,  2.0),
138         np_filler_depth      (0.0,   1.2,   v3f(150,  150,  150),  261,   3, 0.7,  2.0),
139         np_mount_height      (256.0, 112.0, v3f(1000, 1000, 1000), 72449, 3, 0.6,  2.0),
140         np_ridge_uwater      (0.0,   1.0,   v3f(1000, 1000, 1000), 85039, 5, 0.6,  2.0),
141         np_mountain          (-0.6,  1.0,   v3f(250,  350,  250),  5333,  5, 0.63, 2.0),
142         np_ridge             (0.0,   1.0,   v3f(100,  100,  100),  6467,  4, 0.75, 2.0),
143         np_cavern            (0.0,   1.0,   v3f(384,  128,  384),  723,   5, 0.63, 2.0),
144         np_cave1             (0.0,   12.0,  v3f(61,   61,   61),   52534, 3, 0.5,  2.0),
145         np_cave2             (0.0,   12.0,  v3f(67,   67,   67),   10325, 3, 0.5,  2.0),
146         np_dungeons          (0.9,   0.5,   v3f(500,  500,  500),  0,     2, 0.8,  2.0)
147 {
148 }
149
150
151 void MapgenV7Params::readParams(const Settings *settings)
152 {
153         settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
154         settings->getS16NoEx("mgv7_mount_zero_level",       mount_zero_level);
155         settings->getFloatNoEx("mgv7_cave_width",           cave_width);
156         settings->getS16NoEx("mgv7_large_cave_depth",       large_cave_depth);
157         settings->getU16NoEx("mgv7_small_cave_num_min",     small_cave_num_min);
158         settings->getU16NoEx("mgv7_small_cave_num_max",     small_cave_num_max);
159         settings->getU16NoEx("mgv7_large_cave_num_min",     large_cave_num_min);
160         settings->getU16NoEx("mgv7_large_cave_num_max",     large_cave_num_max);
161         settings->getFloatNoEx("mgv7_large_cave_flooded",   large_cave_flooded);
162         settings->getS16NoEx("mgv7_cavern_limit",           cavern_limit);
163         settings->getS16NoEx("mgv7_cavern_taper",           cavern_taper);
164         settings->getFloatNoEx("mgv7_cavern_threshold",     cavern_threshold);
165         settings->getS16NoEx("mgv7_dungeon_ymin",           dungeon_ymin);
166         settings->getS16NoEx("mgv7_dungeon_ymax",           dungeon_ymax);
167
168         settings->getNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
169         settings->getNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
170         settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
171         settings->getNoiseParams("mgv7_np_height_select",   np_height_select);
172         settings->getNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
173         settings->getNoiseParams("mgv7_np_mount_height",    np_mount_height);
174         settings->getNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
175         settings->getNoiseParams("mgv7_np_mountain",        np_mountain);
176         settings->getNoiseParams("mgv7_np_ridge",           np_ridge);
177         settings->getNoiseParams("mgv7_np_cavern",          np_cavern);
178         settings->getNoiseParams("mgv7_np_cave1",           np_cave1);
179         settings->getNoiseParams("mgv7_np_cave2",           np_cave2);
180         settings->getNoiseParams("mgv7_np_dungeons",        np_dungeons);
181 }
182
183
184 void MapgenV7Params::writeParams(Settings *settings) const
185 {
186         settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7);
187         settings->setS16("mgv7_mount_zero_level",           mount_zero_level);
188         settings->setFloat("mgv7_cave_width",               cave_width);
189         settings->setS16("mgv7_large_cave_depth",           large_cave_depth);
190         settings->setU16("mgv7_small_cave_num_min",         small_cave_num_min);
191         settings->setU16("mgv7_small_cave_num_max",         small_cave_num_max);
192         settings->setU16("mgv7_large_cave_num_min",         large_cave_num_min);
193         settings->setU16("mgv7_large_cave_num_max",         large_cave_num_max);
194         settings->setFloat("mgv7_large_cave_flooded",       large_cave_flooded);
195         settings->setS16("mgv7_cavern_limit",               cavern_limit);
196         settings->setS16("mgv7_cavern_taper",               cavern_taper);
197         settings->setFloat("mgv7_cavern_threshold",         cavern_threshold);
198         settings->setS16("mgv7_dungeon_ymin",               dungeon_ymin);
199         settings->setS16("mgv7_dungeon_ymax",               dungeon_ymax);
200
201         settings->setNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
202         settings->setNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
203         settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
204         settings->setNoiseParams("mgv7_np_height_select",   np_height_select);
205         settings->setNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
206         settings->setNoiseParams("mgv7_np_mount_height",    np_mount_height);
207         settings->setNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
208         settings->setNoiseParams("mgv7_np_mountain",        np_mountain);
209         settings->setNoiseParams("mgv7_np_ridge",           np_ridge);
210         settings->setNoiseParams("mgv7_np_cavern",          np_cavern);
211         settings->setNoiseParams("mgv7_np_cave1",           np_cave1);
212         settings->setNoiseParams("mgv7_np_cave2",           np_cave2);
213         settings->setNoiseParams("mgv7_np_dungeons",        np_dungeons);
214 }
215
216
217 void MapgenV7Params::setDefaultSettings(Settings *settings)
218 {
219         settings->setDefault("mgv7_spflags", flagdesc_mapgen_v7,
220                 MGV7_MOUNTAINS | MGV7_RIDGES | MGV7_CAVERNS);
221 }
222
223
224 ////////////////////////////////////////////////////////////////////////////////
225
226
227 int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
228 {
229         // If rivers are enabled, first check if in a river
230         if (spflags & MGV7_RIDGES) {
231                 float width = 0.2f;
232                 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) *
233                         2.0f;
234                 if (std::fabs(uwatern) <= width)
235                         return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
236         }
237
238         // Terrain noise 'offset' is the average level of that terrain.
239         // At least 50% of terrain will be below the higher of base and alt terrain
240         // 'offset's.
241         // Raising the maximum spawn level above 'water_level + 16' is necessary
242         // for when terrain 'offset's are set much higher than water_level.
243         s16 max_spawn_y = std::fmax(std::fmax(noise_terrain_alt->np.offset,
244                         noise_terrain_base->np.offset),
245                         water_level + 16);
246         // Base terrain calculation
247         s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
248
249         // If mountains are disabled, terrain level is base terrain level.
250         // Avoids mid-air spawn where mountain terrain would have been.
251         if (!(spflags & MGV7_MOUNTAINS)) {
252                 if (y < water_level || y > max_spawn_y)
253                         return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
254
255                 // y + 2 because y is surface level and due to biome 'dust'
256                 return y + 2;
257         }
258
259         // Search upwards for first node without mountain terrain
260         int iters = 256;
261         while (iters > 0 && y <= max_spawn_y) {
262                 if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) {
263                         if (y <= water_level || y > max_spawn_y)
264                                 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
265
266                         // y + 1 due to biome 'dust'
267                         return y + 1;
268                 }
269                 y++;
270                 iters--;
271         }
272
273         // Unsuitable spawn point
274         return MAX_MAP_GENERATION_LIMIT;
275 }
276
277
278 void MapgenV7::makeChunk(BlockMakeData *data)
279 {
280         // Pre-conditions
281         assert(data->vmanip);
282         assert(data->nodedef);
283         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
284                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
285                 data->blockpos_requested.Z >= data->blockpos_min.Z);
286         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
287                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
288                 data->blockpos_requested.Z <= data->blockpos_max.Z);
289
290         //TimeTaker t("makeChunk");
291
292         this->generating = true;
293         this->vm = data->vmanip;
294         this->ndef = data->nodedef;
295
296         v3s16 blockpos_min = data->blockpos_min;
297         v3s16 blockpos_max = data->blockpos_max;
298         node_min = blockpos_min * MAP_BLOCKSIZE;
299         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
300         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
301         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
302
303         blockseed = getBlockSeed2(full_node_min, seed);
304
305         // Generate base and mountain terrain
306         s16 stone_surface_max_y = generateTerrain();
307
308         // Generate rivers
309         if (spflags & MGV7_RIDGES)
310                 generateRidgeTerrain();
311
312         // Create heightmap
313         updateHeightmap(node_min, node_max);
314
315         // Init biome generator, place biome-specific nodes, and build biomemap
316         if (flags & MG_BIOMES) {
317                 biomegen->calcBiomeNoise(node_min);
318                 generateBiomes();
319         }
320
321         // Generate tunnels, caverns and large randomwalk caves
322         if (flags & MG_CAVES) {
323                 // Generate tunnels first as caverns confuse them
324                 generateCavesNoiseIntersection(stone_surface_max_y);
325
326                 // Generate caverns
327                 bool near_cavern = false;
328                 if (spflags & MGV7_CAVERNS)
329                         near_cavern = generateCavernsNoise(stone_surface_max_y);
330
331                 // Generate large randomwalk caves
332                 if (near_cavern)
333                         // Disable large randomwalk caves in this mapchunk by setting
334                         // 'large cave depth' to world base. Avoids excessive liquid in
335                         // large caverns and floating blobs of overgenerated liquid.
336                         generateCavesRandomWalk(stone_surface_max_y,
337                                 -MAX_MAP_GENERATION_LIMIT);
338                 else
339                         generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
340         }
341
342         // Generate the registered ores
343         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
344
345         // Generate dungeons
346         if (flags & MG_DUNGEONS)
347                 generateDungeons(stone_surface_max_y);
348
349         // Generate the registered decorations
350         if (flags & MG_DECORATIONS)
351                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
352
353         // Sprinkle some dust on top after everything else was generated
354         if (flags & MG_BIOMES)
355                 dustTopNodes();
356
357         // Update liquids
358         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
359
360         // Calculate lighting
361         // TODO disable in and just below floatlands
362         bool propagate_shadow = true;
363
364         if (flags & MG_LIGHT)
365                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
366                         full_node_min, full_node_max, propagate_shadow);
367
368         this->generating = false;
369
370         //printf("makeChunk: %lums\n", t.stop());
371 }
372
373
374 ////////////////////////////////////////////////////////////////////////////////
375
376
377 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
378 {
379         float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
380         hselect = rangelim(hselect, 0.0f, 1.0f);
381
382         float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
383
384         noise_terrain_base->np.persist = persist;
385         float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
386
387         noise_terrain_alt->np.persist = persist;
388         float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
389
390         if (height_alt > height_base)
391                 return height_alt;
392
393         return (height_base * hselect) + (height_alt * (1.0f - hselect));
394 }
395
396
397 float MapgenV7::baseTerrainLevelFromMap(int index)
398 {
399         float hselect = rangelim(noise_height_select->result[index], 0.0f, 1.0f);
400         float height_base = noise_terrain_base->result[index];
401         float height_alt = noise_terrain_alt->result[index];
402
403         if (height_alt > height_base)
404                 return height_alt;
405
406         return (height_base * hselect) + (height_alt * (1.0f - hselect));
407 }
408
409
410 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
411 {
412         float mnt_h_n =
413                 std::fmax(NoisePerlin2D(&noise_mount_height->np, x, z, seed), 1.0f);
414         float density_gradient = -((float)(y - mount_zero_level) / mnt_h_n);
415         float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
416
417         return mnt_n + density_gradient >= 0.0f;
418 }
419
420
421 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
422 {
423         float mounthn = std::fmax(noise_mount_height->result[idx_xz], 1.0f);
424         float density_gradient = -((float)(y - mount_zero_level) / mounthn);
425         float mountn = noise_mountain->result[idx_xyz];
426
427         return mountn + density_gradient >= 0.0f;
428 }
429
430
431 int MapgenV7::generateTerrain()
432 {
433         MapNode n_air(CONTENT_AIR);
434         MapNode n_stone(c_stone);
435         MapNode n_water(c_water_source);
436
437         //// Calculate noise for terrain generation
438         noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
439         float *persistmap = noise_terrain_persist->result;
440
441         noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
442         noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
443         noise_height_select->perlinMap2D(node_min.X, node_min.Z);
444
445         if (spflags & MGV7_MOUNTAINS) {
446                 noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
447                 noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
448         }
449
450         //// Place nodes
451         const v3s16 &em = vm->m_area.getExtent();
452         s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
453         u32 index2d = 0;
454
455         for (s16 z = node_min.Z; z <= node_max.Z; z++)
456         for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
457                 s16 surface_y = baseTerrainLevelFromMap(index2d);
458                 if (surface_y > stone_surface_max_y)
459                         stone_surface_max_y = surface_y;
460
461                 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
462                 u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
463
464                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1;
465                                 y++,
466                                 index3d += ystride,
467                                 VoxelArea::add_y(em, vi, 1)) {
468                         if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
469                                 continue;
470
471                         if (y <= surface_y) {
472                                 vm->m_data[vi] = n_stone; // Base terrain
473                         } else if ((spflags & MGV7_MOUNTAINS) &&
474                                         getMountainTerrainFromMap(index3d, index2d, y)) {
475                                 vm->m_data[vi] = n_stone; // Mountain terrain
476                                 if (y > stone_surface_max_y)
477                                         stone_surface_max_y = y;
478                         } else if (y <= water_level) {
479                                 vm->m_data[vi] = n_water;
480                         } else {
481                                 vm->m_data[vi] = n_air;
482                         }
483                 }
484         }
485
486         return stone_surface_max_y;
487 }
488
489
490 void MapgenV7::generateRidgeTerrain()
491 {
492         // TODO disable river canyons in floatlands
493         if (node_max.Y < water_level - 16)
494                 return;
495
496         noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
497         noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
498
499         MapNode n_water(c_water_source);
500         MapNode n_air(CONTENT_AIR);
501         u32 index3d = 0;
502         float width = 0.2f;
503
504         for (s16 z = node_min.Z; z <= node_max.Z; z++)
505         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
506                 u32 vi = vm->m_area.index(node_min.X, y, z);
507                 for (s16 x = node_min.X; x <= node_max.X; x++, index3d++, vi++) {
508                         u32 index2d = (z - node_min.Z) * csize.X + (x - node_min.X);
509                         float uwatern = noise_ridge_uwater->result[index2d] * 2.0f;
510                         if (std::fabs(uwatern) > width)
511                                 continue;
512                         // Optimises, but also avoids removing nodes placed by mods in
513                         // 'on-generated', when generating outside mapchunk.
514                         content_t c = vm->m_data[vi].getContent();
515                         if (c != c_stone)
516                                 continue;
517
518                         float altitude = y - water_level;
519                         float height_mod = (altitude + 17.0f) / 2.5f;
520                         float width_mod = width - std::fabs(uwatern);
521                         float nridge = noise_ridge->result[index3d] *
522                                 std::fmax(altitude, 0.0f) / 7.0f;
523                         if (nridge + width_mod * height_mod < 0.6f)
524                                 continue;
525
526                         vm->m_data[vi] = (y > water_level) ? n_air : n_water;
527                 }
528         }
529 }