3 Copyright (C) 2014-2020 paramat
4 Copyright (C) 2013-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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.
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.
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.
30 #include "voxelalgorithms.h"
31 //#include "profiler.h" // For TimeTaker
32 #include "settings.h" // For g_settings
34 #include "dungeongen.h"
38 #include "mg_decoration.h"
39 #include "mapgen_v7.h"
42 FlagDesc flagdesc_mapgen_v7[] = {
43 {"mountains", MGV7_MOUNTAINS},
44 {"ridges", MGV7_RIDGES},
45 {"floatlands", MGV7_FLOATLANDS},
46 {"caverns", MGV7_CAVERNS},
51 ////////////////////////////////////////////////////////////////////////////////
54 MapgenV7::MapgenV7(MapgenV7Params *params, EmergeParams *emerge)
55 : MapgenBasic(MAPGEN_V7, params, emerge)
57 spflags = params->spflags;
58 mount_zero_level = params->mount_zero_level;
59 floatland_ymin = params->floatland_ymin;
60 floatland_ymax = params->floatland_ymax;
61 floatland_taper = params->floatland_taper;
62 float_taper_exp = params->float_taper_exp;
63 floatland_density = params->floatland_density;
64 floatland_ywater = params->floatland_ywater;
66 cave_width = params->cave_width;
67 large_cave_depth = params->large_cave_depth;
68 small_cave_num_min = params->small_cave_num_min;
69 small_cave_num_max = params->small_cave_num_max;
70 large_cave_num_min = params->large_cave_num_min;
71 large_cave_num_max = params->large_cave_num_max;
72 large_cave_flooded = params->large_cave_flooded;
73 cavern_limit = params->cavern_limit;
74 cavern_taper = params->cavern_taper;
75 cavern_threshold = params->cavern_threshold;
76 dungeon_ymin = params->dungeon_ymin;
77 dungeon_ymax = params->dungeon_ymax;
79 // Allocate floatland noise offset cache
80 this->float_offset_cache = new float[csize.Y + 2];
84 new Noise(¶ms->np_terrain_base, seed, csize.X, csize.Z);
86 new Noise(¶ms->np_terrain_alt, seed, csize.X, csize.Z);
87 noise_terrain_persist =
88 new Noise(¶ms->np_terrain_persist, seed, csize.X, csize.Z);
90 new Noise(¶ms->np_height_select, seed, csize.X, csize.Z);
92 new Noise(¶ms->np_filler_depth, seed, csize.X, csize.Z);
94 if (spflags & MGV7_MOUNTAINS) {
97 new Noise(¶ms->np_mount_height, seed, csize.X, csize.Z);
98 // 3D noise, 1 up, 1 down overgeneration
100 new Noise(¶ms->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
103 if (spflags & MGV7_RIDGES) {
106 new Noise(¶ms->np_ridge_uwater, seed, csize.X, csize.Z);
107 // 3D noise, 1 up, 1 down overgeneration
109 new Noise(¶ms->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
112 if (spflags & MGV7_FLOATLANDS) {
113 // 3D noise, 1 up, 1 down overgeneration
115 new Noise(¶ms->np_floatland, seed, csize.X, csize.Y + 2, csize.Z);
118 // 3D noise, 1 down overgeneration
119 MapgenBasic::np_cave1 = params->np_cave1;
120 MapgenBasic::np_cave2 = params->np_cave2;
121 MapgenBasic::np_cavern = params->np_cavern;
123 MapgenBasic::np_dungeons = params->np_dungeons;
127 MapgenV7::~MapgenV7()
129 delete noise_terrain_base;
130 delete noise_terrain_alt;
131 delete noise_terrain_persist;
132 delete noise_height_select;
133 delete noise_filler_depth;
135 if (spflags & MGV7_MOUNTAINS) {
136 delete noise_mount_height;
137 delete noise_mountain;
140 if (spflags & MGV7_RIDGES) {
141 delete noise_ridge_uwater;
145 if (spflags & MGV7_FLOATLANDS) {
146 delete noise_floatland;
149 delete []float_offset_cache;
153 MapgenV7Params::MapgenV7Params():
154 np_terrain_base (4.0, 70.0, v3f(600, 600, 600), 82341, 5, 0.6, 2.0),
155 np_terrain_alt (4.0, 25.0, v3f(600, 600, 600), 5934, 5, 0.6, 2.0),
156 np_terrain_persist (0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0),
157 np_height_select (-8.0, 16.0, v3f(500, 500, 500), 4213, 6, 0.7, 2.0),
158 np_filler_depth (0.0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0),
159 np_mount_height (256.0, 112.0, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0),
160 np_ridge_uwater (0.0, 1.0, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0),
161 np_mountain (-0.6, 1.0, v3f(250, 350, 250), 5333, 5, 0.63, 2.0),
162 np_ridge (0.0, 1.0, v3f(100, 100, 100), 6467, 4, 0.75, 2.0),
163 np_floatland (0.0, 0.7, v3f(384, 96, 384), 1009, 4, 0.75, 1.618),
164 np_cavern (0.0, 1.0, v3f(384, 128, 384), 723, 5, 0.63, 2.0),
165 np_cave1 (0.0, 12.0, v3f(61, 61, 61), 52534, 3, 0.5, 2.0),
166 np_cave2 (0.0, 12.0, v3f(67, 67, 67), 10325, 3, 0.5, 2.0),
167 np_dungeons (0.9, 0.5, v3f(500, 500, 500), 0, 2, 0.8, 2.0)
172 void MapgenV7Params::readParams(const Settings *settings)
174 settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
175 settings->getS16NoEx("mgv7_mount_zero_level", mount_zero_level);
176 settings->getS16NoEx("mgv7_floatland_ymin", floatland_ymin);
177 settings->getS16NoEx("mgv7_floatland_ymax", floatland_ymax);
178 settings->getS16NoEx("mgv7_floatland_taper", floatland_taper);
179 settings->getFloatNoEx("mgv7_float_taper_exp", float_taper_exp);
180 settings->getFloatNoEx("mgv7_floatland_density", floatland_density);
181 settings->getS16NoEx("mgv7_floatland_ywater", floatland_ywater);
183 settings->getFloatNoEx("mgv7_cave_width", cave_width);
184 settings->getS16NoEx("mgv7_large_cave_depth", large_cave_depth);
185 settings->getU16NoEx("mgv7_small_cave_num_min", small_cave_num_min);
186 settings->getU16NoEx("mgv7_small_cave_num_max", small_cave_num_max);
187 settings->getU16NoEx("mgv7_large_cave_num_min", large_cave_num_min);
188 settings->getU16NoEx("mgv7_large_cave_num_max", large_cave_num_max);
189 settings->getFloatNoEx("mgv7_large_cave_flooded", large_cave_flooded);
190 settings->getS16NoEx("mgv7_cavern_limit", cavern_limit);
191 settings->getS16NoEx("mgv7_cavern_taper", cavern_taper);
192 settings->getFloatNoEx("mgv7_cavern_threshold", cavern_threshold);
193 settings->getS16NoEx("mgv7_dungeon_ymin", dungeon_ymin);
194 settings->getS16NoEx("mgv7_dungeon_ymax", dungeon_ymax);
196 settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
197 settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
198 settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
199 settings->getNoiseParams("mgv7_np_height_select", np_height_select);
200 settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
201 settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
202 settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
203 settings->getNoiseParams("mgv7_np_mountain", np_mountain);
204 settings->getNoiseParams("mgv7_np_ridge", np_ridge);
205 settings->getNoiseParams("mgv7_np_floatland", np_floatland);
206 settings->getNoiseParams("mgv7_np_cavern", np_cavern);
207 settings->getNoiseParams("mgv7_np_cave1", np_cave1);
208 settings->getNoiseParams("mgv7_np_cave2", np_cave2);
209 settings->getNoiseParams("mgv7_np_dungeons", np_dungeons);
213 void MapgenV7Params::writeParams(Settings *settings) const
215 settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7);
216 settings->setS16("mgv7_mount_zero_level", mount_zero_level);
217 settings->setS16("mgv7_floatland_ymin", floatland_ymin);
218 settings->setS16("mgv7_floatland_ymax", floatland_ymax);
219 settings->setS16("mgv7_floatland_taper", floatland_taper);
220 settings->setFloat("mgv7_float_taper_exp", float_taper_exp);
221 settings->setFloat("mgv7_floatland_density", floatland_density);
222 settings->setS16("mgv7_floatland_ywater", floatland_ywater);
224 settings->setFloat("mgv7_cave_width", cave_width);
225 settings->setS16("mgv7_large_cave_depth", large_cave_depth);
226 settings->setU16("mgv7_small_cave_num_min", small_cave_num_min);
227 settings->setU16("mgv7_small_cave_num_max", small_cave_num_max);
228 settings->setU16("mgv7_large_cave_num_min", large_cave_num_min);
229 settings->setU16("mgv7_large_cave_num_max", large_cave_num_max);
230 settings->setFloat("mgv7_large_cave_flooded", large_cave_flooded);
231 settings->setS16("mgv7_cavern_limit", cavern_limit);
232 settings->setS16("mgv7_cavern_taper", cavern_taper);
233 settings->setFloat("mgv7_cavern_threshold", cavern_threshold);
234 settings->setS16("mgv7_dungeon_ymin", dungeon_ymin);
235 settings->setS16("mgv7_dungeon_ymax", dungeon_ymax);
237 settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
238 settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
239 settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
240 settings->setNoiseParams("mgv7_np_height_select", np_height_select);
241 settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
242 settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
243 settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
244 settings->setNoiseParams("mgv7_np_mountain", np_mountain);
245 settings->setNoiseParams("mgv7_np_ridge", np_ridge);
246 settings->setNoiseParams("mgv7_np_floatland", np_floatland);
247 settings->setNoiseParams("mgv7_np_cavern", np_cavern);
248 settings->setNoiseParams("mgv7_np_cave1", np_cave1);
249 settings->setNoiseParams("mgv7_np_cave2", np_cave2);
250 settings->setNoiseParams("mgv7_np_dungeons", np_dungeons);
254 void MapgenV7Params::setDefaultSettings(Settings *settings)
256 settings->setDefault("mgv7_spflags", flagdesc_mapgen_v7,
257 MGV7_MOUNTAINS | MGV7_RIDGES | MGV7_CAVERNS);
261 ////////////////////////////////////////////////////////////////////////////////
264 int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
266 // If rivers are enabled, first check if in a river
267 if (spflags & MGV7_RIDGES) {
269 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) *
271 if (std::fabs(uwatern) <= width)
272 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
275 // Terrain noise 'offset' is the average level of that terrain.
276 // At least 50% of terrain will be below the higher of base and alt terrain
278 // Raising the maximum spawn level above 'water_level + 16' is necessary
279 // for when terrain 'offset's are set much higher than water_level.
280 s16 max_spawn_y = std::fmax(std::fmax(noise_terrain_alt->np.offset,
281 noise_terrain_base->np.offset),
283 // Base terrain calculation
284 s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
286 // If mountains are disabled, terrain level is base terrain level.
287 // Avoids mid-air spawn where mountain terrain would have been.
288 if (!(spflags & MGV7_MOUNTAINS)) {
289 if (y < water_level || y > max_spawn_y)
290 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
292 // y + 2 because y is surface level and due to biome 'dust'
296 // Search upwards for first node without mountain terrain
298 while (iters > 0 && y <= max_spawn_y) {
299 if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) {
300 if (y <= water_level)
301 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
303 // y + 1 due to biome 'dust'
310 // Unsuitable spawn point
311 return MAX_MAP_GENERATION_LIMIT;
315 void MapgenV7::makeChunk(BlockMakeData *data)
318 assert(data->vmanip);
319 assert(data->nodedef);
321 //TimeTaker t("makeChunk");
323 this->generating = true;
324 this->vm = data->vmanip;
325 this->ndef = data->nodedef;
327 v3s16 blockpos_min = data->blockpos_min;
328 v3s16 blockpos_max = data->blockpos_max;
329 node_min = blockpos_min * MAP_BLOCKSIZE;
330 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
331 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
332 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
334 blockseed = getBlockSeed2(full_node_min, seed);
336 // Generate base and mountain terrain
337 s16 stone_surface_max_y = generateTerrain();
340 updateHeightmap(node_min, node_max);
342 // Init biome generator, place biome-specific nodes, and build biomemap
343 if (flags & MG_BIOMES) {
344 biomegen->calcBiomeNoise(node_min);
348 // Generate tunnels, caverns and large randomwalk caves
349 if (flags & MG_CAVES) {
350 // Generate tunnels first as caverns confuse them
351 generateCavesNoiseIntersection(stone_surface_max_y);
354 bool near_cavern = false;
355 if (spflags & MGV7_CAVERNS)
356 near_cavern = generateCavernsNoise(stone_surface_max_y);
358 // Generate large randomwalk caves
360 // Disable large randomwalk caves in this mapchunk by setting
361 // 'large cave depth' to world base. Avoids excessive liquid in
362 // large caverns and floating blobs of overgenerated liquid.
363 generateCavesRandomWalk(stone_surface_max_y,
364 -MAX_MAP_GENERATION_LIMIT);
366 generateCavesRandomWalk(stone_surface_max_y, large_cave_depth);
369 // Generate the registered ores
371 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
374 if (flags & MG_DUNGEONS)
375 generateDungeons(stone_surface_max_y);
377 // Generate the registered decorations
378 if (flags & MG_DECORATIONS)
379 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
381 // Sprinkle some dust on top after everything else was generated
382 if (flags & MG_BIOMES)
386 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
388 // Calculate lighting
389 // Limit floatland shadows
390 bool propagate_shadow = !((spflags & MGV7_FLOATLANDS) &&
391 node_max.Y >= floatland_ymin - csize.Y * 2 && node_min.Y <= floatland_ymax);
393 if (flags & MG_LIGHT)
394 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
395 full_node_min, full_node_max, propagate_shadow);
397 this->generating = false;
399 //printf("makeChunk: %lums\n", t.stop());
403 ////////////////////////////////////////////////////////////////////////////////
406 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
408 float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
409 hselect = rangelim(hselect, 0.0f, 1.0f);
411 float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
413 noise_terrain_base->np.persist = persist;
414 float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
416 noise_terrain_alt->np.persist = persist;
417 float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
419 if (height_alt > height_base)
422 return (height_base * hselect) + (height_alt * (1.0f - hselect));
426 float MapgenV7::baseTerrainLevelFromMap(int index)
428 float hselect = rangelim(noise_height_select->result[index], 0.0f, 1.0f);
429 float height_base = noise_terrain_base->result[index];
430 float height_alt = noise_terrain_alt->result[index];
432 if (height_alt > height_base)
435 return (height_base * hselect) + (height_alt * (1.0f - hselect));
439 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
442 std::fmax(NoisePerlin2D(&noise_mount_height->np, x, z, seed), 1.0f);
443 float density_gradient = -((float)(y - mount_zero_level) / mnt_h_n);
444 float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
446 return mnt_n + density_gradient >= 0.0f;
450 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
452 float mounthn = std::fmax(noise_mount_height->result[idx_xz], 1.0f);
453 float density_gradient = -((float)(y - mount_zero_level) / mounthn);
454 float mountn = noise_mountain->result[idx_xyz];
456 return mountn + density_gradient >= 0.0f;
460 bool MapgenV7::getRiverChannelFromMap(int idx_xyz, int idx_xz, s16 y)
462 // Maximum width of river channel. Creates the vertical canyon walls
464 float absuwatern = std::fabs(noise_ridge_uwater->result[idx_xz]) * 2.0f;
465 if (absuwatern > width)
468 float altitude = y - water_level;
469 float height_mod = (altitude + 17.0f) / 2.5f;
470 float width_mod = width - absuwatern;
471 float nridge = noise_ridge->result[idx_xyz] * std::fmax(altitude, 0.0f) / 7.0f;
473 return nridge + width_mod * height_mod >= 0.6f;
477 bool MapgenV7::getFloatlandTerrainFromMap(int idx_xyz, float float_offset)
479 return noise_floatland->result[idx_xyz] + floatland_density - float_offset >= 0.0f;
483 int MapgenV7::generateTerrain()
485 MapNode n_air(CONTENT_AIR);
486 MapNode n_stone(c_stone);
487 MapNode n_water(c_water_source);
489 //// Calculate noise for terrain generation
490 noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
491 float *persistmap = noise_terrain_persist->result;
493 noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
494 noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
495 noise_height_select->perlinMap2D(node_min.X, node_min.Z);
497 if (spflags & MGV7_MOUNTAINS) {
498 noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
499 noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
503 // 'Generate floatlands in this mapchunk' bool for
504 // simplification of condition checks in y-loop.
505 bool gen_floatlands = false;
507 // Y values where floatland tapering starts
508 s16 float_taper_ymax = floatland_ymax - floatland_taper;
509 s16 float_taper_ymin = floatland_ymin + floatland_taper;
511 if ((spflags & MGV7_FLOATLANDS) &&
512 node_max.Y >= floatland_ymin && node_min.Y <= floatland_ymax) {
513 gen_floatlands = true;
514 // Calculate noise for floatland generation
515 noise_floatland->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
517 // Cache floatland noise offset values, for floatland tapering
518 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++, cache_index++) {
519 float float_offset = 0.0f;
520 if (y > float_taper_ymax) {
521 float_offset = std::pow((y - float_taper_ymax) / (float)floatland_taper,
522 float_taper_exp) * 4.0f;
523 } else if (y < float_taper_ymin) {
524 float_offset = std::pow((float_taper_ymin - y) / (float)floatland_taper,
525 float_taper_exp) * 4.0f;
527 float_offset_cache[cache_index] = float_offset;
531 // 'Generate rivers in this mapchunk' bool for
532 // simplification of condition checks in y-loop.
533 bool gen_rivers = (spflags & MGV7_RIDGES) && node_max.Y >= water_level - 16 &&
536 noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
537 noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
541 const v3s16 &em = vm->m_area.getExtent();
542 s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
545 for (s16 z = node_min.Z; z <= node_max.Z; z++)
546 for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
547 s16 surface_y = baseTerrainLevelFromMap(index2d);
548 if (surface_y > stone_surface_max_y)
549 stone_surface_max_y = surface_y;
552 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
553 u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
555 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1;
558 VoxelArea::add_y(em, vi, 1),
560 if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
563 bool is_river_channel = gen_rivers &&
564 getRiverChannelFromMap(index3d, index2d, y);
565 if (y <= surface_y && !is_river_channel) {
566 vm->m_data[vi] = n_stone; // Base terrain
567 } else if ((spflags & MGV7_MOUNTAINS) &&
568 getMountainTerrainFromMap(index3d, index2d, y) &&
570 vm->m_data[vi] = n_stone; // Mountain terrain
571 if (y > stone_surface_max_y)
572 stone_surface_max_y = y;
573 } else if (gen_floatlands &&
574 getFloatlandTerrainFromMap(index3d,
575 float_offset_cache[cache_index])) {
576 vm->m_data[vi] = n_stone; // Floatland terrain
577 if (y > stone_surface_max_y)
578 stone_surface_max_y = y;
579 } else if (y <= water_level) { // Surface water
580 vm->m_data[vi] = n_water;
581 } else if (gen_floatlands && y >= float_taper_ymax && y <= floatland_ywater) {
582 vm->m_data[vi] = n_water; // Water for solid floatland layer only
584 vm->m_data[vi] = n_air; // Air
589 return stone_surface_max_y;