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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 "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_v7.h"
40
41
42 FlagDesc flagdesc_mapgen_v7[] = {
43         {"mountains",   MGV7_MOUNTAINS},
44         {"ridges",      MGV7_RIDGES},
45         {"floatlands",  MGV7_FLOATLANDS},
46         {"caverns",     MGV7_CAVERNS},
47         {NULL,          0}
48 };
49
50
51 ////////////////////////////////////////////////////////////////////////////////
52
53
54 MapgenV7::MapgenV7(MapgenV7Params *params, EmergeManager *emerge)
55         : MapgenBasic(MAPGEN_V7, params, emerge)
56 {
57         spflags            = params->spflags;
58         mount_zero_level   = params->mount_zero_level;
59
60         cave_width         = params->cave_width;
61         large_cave_depth   = params->large_cave_depth;
62         small_cave_num_min = params->small_cave_num_min;
63         small_cave_num_max = params->small_cave_num_max;
64         large_cave_num_min = params->large_cave_num_min;
65         large_cave_num_max = params->large_cave_num_max;
66         large_cave_flooded = params->large_cave_flooded;
67         cavern_limit       = params->cavern_limit;
68         cavern_taper       = params->cavern_taper;
69         cavern_threshold   = params->cavern_threshold;
70         dungeon_ymin       = params->dungeon_ymin;
71         dungeon_ymax       = params->dungeon_ymax;
72
73         // 2D noise
74         noise_terrain_base =
75                 new Noise(&params->np_terrain_base,    seed, csize.X, csize.Z);
76         noise_terrain_alt =
77                 new Noise(&params->np_terrain_alt,     seed, csize.X, csize.Z);
78         noise_terrain_persist =
79                 new Noise(&params->np_terrain_persist, seed, csize.X, csize.Z);
80         noise_height_select =
81                 new Noise(&params->np_height_select,   seed, csize.X, csize.Z);
82         noise_filler_depth =
83                 new Noise(&params->np_filler_depth,    seed, csize.X, csize.Z);
84
85         if (spflags & MGV7_MOUNTAINS) {
86                 // 2D noise
87                 noise_mount_height =
88                         new Noise(&params->np_mount_height, seed, csize.X, csize.Z);
89                 // 3D noise, 1 up, 1 down overgeneration
90                 noise_mountain =
91                         new Noise(&params->np_mountain,     seed, csize.X, csize.Y + 2, csize.Z);
92         }
93
94         if (spflags & MGV7_RIDGES) {
95                 // 2D noise
96                 noise_ridge_uwater =
97                         new Noise(&params->np_ridge_uwater, seed, csize.X, csize.Z);
98                 // 3D noise, 1 up, 1 down overgeneration
99                 noise_ridge =
100                         new Noise(&params->np_ridge,        seed, csize.X, csize.Y + 2, csize.Z);
101         }
102
103         // 3D noise, 1 down overgeneration
104         MapgenBasic::np_cave1    = params->np_cave1;
105         MapgenBasic::np_cave2    = params->np_cave2;
106         MapgenBasic::np_cavern   = params->np_cavern;
107         // 3D noise
108         MapgenBasic::np_dungeons = params->np_dungeons;
109 }
110
111
112 MapgenV7::~MapgenV7()
113 {
114         delete noise_terrain_base;
115         delete noise_terrain_alt;
116         delete noise_terrain_persist;
117         delete noise_height_select;
118         delete noise_filler_depth;
119
120         if (spflags & MGV7_MOUNTAINS) {
121                 delete noise_mount_height;
122                 delete noise_mountain;
123         }
124
125         if (spflags & MGV7_RIDGES) {
126                 delete noise_ridge_uwater;
127                 delete noise_ridge;
128         }
129 }
130
131
132 MapgenV7Params::MapgenV7Params():
133         np_terrain_base      (4.0,   70.0,  v3f(600,  600,  600),  82341, 5, 0.6,  2.0),
134         np_terrain_alt       (4.0,   25.0,  v3f(600,  600,  600),  5934,  5, 0.6,  2.0),
135         np_terrain_persist   (0.6,   0.1,   v3f(2000, 2000, 2000), 539,   3, 0.6,  2.0),
136         np_height_select     (-8.0,  16.0,  v3f(500,  500,  500),  4213,  6, 0.7,  2.0),
137         np_filler_depth      (0.0,   1.2,   v3f(150,  150,  150),  261,   3, 0.7,  2.0),
138         np_mount_height      (256.0, 112.0, v3f(1000, 1000, 1000), 72449, 3, 0.6,  2.0),
139         np_ridge_uwater      (0.0,   1.0,   v3f(1000, 1000, 1000), 85039, 5, 0.6,  2.0),
140         np_mountain          (-0.6,  1.0,   v3f(250,  350,  250),  5333,  5, 0.63, 2.0),
141         np_ridge             (0.0,   1.0,   v3f(100,  100,  100),  6467,  4, 0.75, 2.0),
142         np_cavern            (0.0,   1.0,   v3f(384,  128,  384),  723,   5, 0.63, 2.0),
143         np_cave1             (0.0,   12.0,  v3f(61,   61,   61),   52534, 3, 0.5,  2.0),
144         np_cave2             (0.0,   12.0,  v3f(67,   67,   67),   10325, 3, 0.5,  2.0),
145         np_dungeons          (0.9,   0.5,   v3f(500,  500,  500),  0,     2, 0.8,  2.0)
146 {
147 }
148
149
150 void MapgenV7Params::readParams(const Settings *settings)
151 {
152         settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
153         settings->getS16NoEx("mgv7_mount_zero_level",       mount_zero_level);
154         settings->getFloatNoEx("mgv7_cave_width",           cave_width);
155         settings->getS16NoEx("mgv7_large_cave_depth",       large_cave_depth);
156         settings->getU16NoEx("mgv7_small_cave_num_min",     small_cave_num_min);
157         settings->getU16NoEx("mgv7_small_cave_num_max",     small_cave_num_max);
158         settings->getU16NoEx("mgv7_large_cave_num_min",     large_cave_num_min);
159         settings->getU16NoEx("mgv7_large_cave_num_max",     large_cave_num_max);
160         settings->getFloatNoEx("mgv7_large_cave_flooded",   large_cave_flooded);
161         settings->getS16NoEx("mgv7_cavern_limit",           cavern_limit);
162         settings->getS16NoEx("mgv7_cavern_taper",           cavern_taper);
163         settings->getFloatNoEx("mgv7_cavern_threshold",     cavern_threshold);
164         settings->getS16NoEx("mgv7_dungeon_ymin",           dungeon_ymin);
165         settings->getS16NoEx("mgv7_dungeon_ymax",           dungeon_ymax);
166
167         settings->getNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
168         settings->getNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
169         settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
170         settings->getNoiseParams("mgv7_np_height_select",   np_height_select);
171         settings->getNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
172         settings->getNoiseParams("mgv7_np_mount_height",    np_mount_height);
173         settings->getNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
174         settings->getNoiseParams("mgv7_np_mountain",        np_mountain);
175         settings->getNoiseParams("mgv7_np_ridge",           np_ridge);
176         settings->getNoiseParams("mgv7_np_cavern",          np_cavern);
177         settings->getNoiseParams("mgv7_np_cave1",           np_cave1);
178         settings->getNoiseParams("mgv7_np_cave2",           np_cave2);
179         settings->getNoiseParams("mgv7_np_dungeons",        np_dungeons);
180 }
181
182
183 void MapgenV7Params::writeParams(Settings *settings) const
184 {
185         settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7);
186         settings->setS16("mgv7_mount_zero_level",           mount_zero_level);
187         settings->setFloat("mgv7_cave_width",               cave_width);
188         settings->setS16("mgv7_large_cave_depth",           large_cave_depth);
189         settings->setU16("mgv7_small_cave_num_min",         small_cave_num_min);
190         settings->setU16("mgv7_small_cave_num_max",         small_cave_num_max);
191         settings->setU16("mgv7_large_cave_num_min",         large_cave_num_min);
192         settings->setU16("mgv7_large_cave_num_max",         large_cave_num_max);
193         settings->setFloat("mgv7_large_cave_flooded",       large_cave_flooded);
194         settings->setS16("mgv7_cavern_limit",               cavern_limit);
195         settings->setS16("mgv7_cavern_taper",               cavern_taper);
196         settings->setFloat("mgv7_cavern_threshold",         cavern_threshold);
197         settings->setS16("mgv7_dungeon_ymin",               dungeon_ymin);
198         settings->setS16("mgv7_dungeon_ymax",               dungeon_ymax);
199
200         settings->setNoiseParams("mgv7_np_terrain_base",    np_terrain_base);
201         settings->setNoiseParams("mgv7_np_terrain_alt",     np_terrain_alt);
202         settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
203         settings->setNoiseParams("mgv7_np_height_select",   np_height_select);
204         settings->setNoiseParams("mgv7_np_filler_depth",    np_filler_depth);
205         settings->setNoiseParams("mgv7_np_mount_height",    np_mount_height);
206         settings->setNoiseParams("mgv7_np_ridge_uwater",    np_ridge_uwater);
207         settings->setNoiseParams("mgv7_np_mountain",        np_mountain);
208         settings->setNoiseParams("mgv7_np_ridge",           np_ridge);
209         settings->setNoiseParams("mgv7_np_cavern",          np_cavern);
210         settings->setNoiseParams("mgv7_np_cave1",           np_cave1);
211         settings->setNoiseParams("mgv7_np_cave2",           np_cave2);
212         settings->setNoiseParams("mgv7_np_dungeons",        np_dungeons);
213 }
214
215
216 void MapgenV7Params::setDefaultSettings(Settings *settings)
217 {
218         settings->setDefault("mgv7_spflags", flagdesc_mapgen_v7,
219                 MGV7_MOUNTAINS | MGV7_RIDGES | MGV7_CAVERNS);
220 }
221
222
223 ////////////////////////////////////////////////////////////////////////////////
224
225
226 int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
227 {
228         // If rivers are enabled, first check if in a river
229         if (spflags & MGV7_RIDGES) {
230                 float width = 0.2f;
231                 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) *
232                         2.0f;
233                 if (std::fabs(uwatern) <= width)
234                         return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
235         }
236
237         // Terrain noise 'offset' is the average level of that terrain.
238         // At least 50% of terrain will be below the higher of base and alt terrain
239         // 'offset's.
240         // Raising the maximum spawn level above 'water_level + 16' is necessary
241         // for when terrain 'offset's are set much higher than water_level.
242         s16 max_spawn_y = std::fmax(std::fmax(noise_terrain_alt->np.offset,
243                         noise_terrain_base->np.offset),
244                         water_level + 16);
245         // Base terrain calculation
246         s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
247
248         // If mountains are disabled, terrain level is base terrain level.
249         // Avoids mid-air spawn where mountain terrain would have been.
250         if (!(spflags & MGV7_MOUNTAINS)) {
251                 if (y < water_level || y > max_spawn_y)
252                         return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
253
254                 // y + 2 because y is surface level and due to biome 'dust'
255                 return y + 2;
256         }
257
258         // Search upwards for first node without mountain terrain
259         int iters = 256;
260         while (iters > 0 && y <= max_spawn_y) {
261                 if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) {
262                         if (y <= water_level || y > max_spawn_y)
263                                 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
264
265                         // y + 1 due to biome 'dust'
266                         return y + 1;
267                 }
268                 y++;
269                 iters--;
270         }
271
272         // Unsuitable spawn point
273         return MAX_MAP_GENERATION_LIMIT;
274 }
275
276
277 void MapgenV7::makeChunk(BlockMakeData *data)
278 {
279         // Pre-conditions
280         assert(data->vmanip);
281         assert(data->nodedef);
282         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
283                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
284                 data->blockpos_requested.Z >= data->blockpos_min.Z);
285         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
286                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
287                 data->blockpos_requested.Z <= data->blockpos_max.Z);
288
289         //TimeTaker t("makeChunk");
290
291         this->generating = true;
292         this->vm = data->vmanip;
293         this->ndef = data->nodedef;
294
295         v3s16 blockpos_min = data->blockpos_min;
296         v3s16 blockpos_max = data->blockpos_max;
297         node_min = blockpos_min * MAP_BLOCKSIZE;
298         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
299         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
300         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
301
302         blockseed = getBlockSeed2(full_node_min, seed);
303
304         // Generate base and mountain terrain
305         s16 stone_surface_max_y = generateTerrain();
306
307         // Generate rivers
308         if (spflags & MGV7_RIDGES)
309                 generateRidgeTerrain();
310
311         // Create heightmap
312         updateHeightmap(node_min, node_max);
313
314         // Init biome generator, place biome-specific nodes, and build biomemap
315         if (flags & MG_BIOMES) {
316                 biomegen->calcBiomeNoise(node_min);
317                 generateBiomes();
318         }
319
320         // Generate tunnels, caverns and large randomwalk caves
321         if (flags & MG_CAVES) {
322                 // Generate tunnels first as caverns confuse them
323                 generateCavesNoiseIntersection(stone_surface_max_y);
324
325                 // Generate caverns
326                 bool near_cavern = false;
327                 if (spflags & MGV7_CAVERNS)
328                         near_cavern = generateCavernsNoise(stone_surface_max_y);
329
330                 // Generate large randomwalk caves
331                 if (near_cavern)
332                         // Disable large randomwalk caves in this mapchunk by setting
333                         // 'large cave depth' to world base. Avoids excessive liquid in
334                         // large caverns and floating blobs of overgenerated liquid.
335                         generateCavesRandomWalk(stone_surface_max_y,
336                                 -MAX_MAP_GENERATION_LIMIT);
337                 else
338                         generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
339         }
340
341         // Generate the registered ores
342         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
343
344         // Generate dungeons
345         if (flags & MG_DUNGEONS)
346                 generateDungeons(stone_surface_max_y);
347
348         // Generate the registered decorations
349         if (flags & MG_DECORATIONS)
350                 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
351
352         // Sprinkle some dust on top after everything else was generated
353         if (flags & MG_BIOMES)
354                 dustTopNodes();
355
356         // Update liquids
357         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
358
359         // Calculate lighting
360         // TODO disable in and just below floatlands
361         bool propagate_shadow = true;
362
363         if (flags & MG_LIGHT)
364                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
365                         full_node_min, full_node_max, propagate_shadow);
366
367         this->generating = false;
368
369         //printf("makeChunk: %lums\n", t.stop());
370 }
371
372
373 ////////////////////////////////////////////////////////////////////////////////
374
375
376 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
377 {
378         float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
379         hselect = rangelim(hselect, 0.0f, 1.0f);
380
381         float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
382
383         noise_terrain_base->np.persist = persist;
384         float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
385
386         noise_terrain_alt->np.persist = persist;
387         float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
388
389         if (height_alt > height_base)
390                 return height_alt;
391
392         return (height_base * hselect) + (height_alt * (1.0f - hselect));
393 }
394
395
396 float MapgenV7::baseTerrainLevelFromMap(int index)
397 {
398         float hselect = rangelim(noise_height_select->result[index], 0.0f, 1.0f);
399         float height_base = noise_terrain_base->result[index];
400         float height_alt = noise_terrain_alt->result[index];
401
402         if (height_alt > height_base)
403                 return height_alt;
404
405         return (height_base * hselect) + (height_alt * (1.0f - hselect));
406 }
407
408
409 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
410 {
411         float mnt_h_n =
412                 std::fmax(NoisePerlin2D(&noise_mount_height->np, x, z, seed), 1.0f);
413         float density_gradient = -((float)(y - mount_zero_level) / mnt_h_n);
414         float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
415
416         return mnt_n + density_gradient >= 0.0f;
417 }
418
419
420 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
421 {
422         float mounthn = std::fmax(noise_mount_height->result[idx_xz], 1.0f);
423         float density_gradient = -((float)(y - mount_zero_level) / mounthn);
424         float mountn = noise_mountain->result[idx_xyz];
425
426         return mountn + density_gradient >= 0.0f;
427 }
428
429
430 int MapgenV7::generateTerrain()
431 {
432         MapNode n_air(CONTENT_AIR);
433         MapNode n_stone(c_stone);
434         MapNode n_water(c_water_source);
435
436         //// Calculate noise for terrain generation
437         noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
438         float *persistmap = noise_terrain_persist->result;
439
440         noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
441         noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
442         noise_height_select->perlinMap2D(node_min.X, node_min.Z);
443
444         if (spflags & MGV7_MOUNTAINS) {
445                 noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
446                 noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
447         }
448
449         //// Place nodes
450         const v3s16 &em = vm->m_area.getExtent();
451         s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
452         u32 index2d = 0;
453
454         for (s16 z = node_min.Z; z <= node_max.Z; z++)
455         for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
456                 s16 surface_y = baseTerrainLevelFromMap(index2d);
457                 if (surface_y > stone_surface_max_y)
458                         stone_surface_max_y = surface_y;
459
460                 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
461                 u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
462
463                 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1;
464                                 y++,
465                                 index3d += ystride,
466                                 VoxelArea::add_y(em, vi, 1)) {
467                         if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
468                                 continue;
469
470                         if (y <= surface_y) {
471                                 vm->m_data[vi] = n_stone; // Base terrain
472                         } else if ((spflags & MGV7_MOUNTAINS) &&
473                                         getMountainTerrainFromMap(index3d, index2d, y)) {
474                                 vm->m_data[vi] = n_stone; // Mountain terrain
475                                 if (y > stone_surface_max_y)
476                                         stone_surface_max_y = y;
477                         } else if (y <= water_level) {
478                                 vm->m_data[vi] = n_water;
479                         } else {
480                                 vm->m_data[vi] = n_air;
481                         }
482                 }
483         }
484
485         return stone_surface_max_y;
486 }
487
488
489 void MapgenV7::generateRidgeTerrain()
490 {
491         // TODO disable river canyons in floatlands
492         if (node_max.Y < water_level - 16)
493                 return;
494
495         noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
496         noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
497
498         MapNode n_water(c_water_source);
499         MapNode n_air(CONTENT_AIR);
500         u32 index3d = 0;
501         float width = 0.2f;
502
503         for (s16 z = node_min.Z; z <= node_max.Z; z++)
504         for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
505                 u32 vi = vm->m_area.index(node_min.X, y, z);
506                 for (s16 x = node_min.X; x <= node_max.X; x++, index3d++, vi++) {
507                         u32 index2d = (z - node_min.Z) * csize.X + (x - node_min.X);
508                         float uwatern = noise_ridge_uwater->result[index2d] * 2.0f;
509                         if (std::fabs(uwatern) > width)
510                                 continue;
511                         // Optimises, but also avoids removing nodes placed by mods in
512                         // 'on-generated', when generating outside mapchunk.
513                         content_t c = vm->m_data[vi].getContent();
514                         if (c != c_stone)
515                                 continue;
516
517                         float altitude = y - water_level;
518                         float height_mod = (altitude + 17.0f) / 2.5f;
519                         float width_mod = width - std::fabs(uwatern);
520                         float nridge = noise_ridge->result[index3d] *
521                                 std::fmax(altitude, 0.0f) / 7.0f;
522                         if (nridge + width_mod * height_mod < 0.6f)
523                                 continue;
524
525                         vm->m_data[vi] = (y > water_level) ? n_air : n_water;
526                 }
527         }
528 }