3 Copyright (C) 2014-2018 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2014-2018 paramat
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.
22 #include "mg_decoration.h"
26 #include "map.h" //for MMVManip
27 #include "util/numeric.h"
32 ///////////////////////////////////////////////////////////////////////////////
35 BiomeManager::BiomeManager(Server *server) :
36 ObjDefManager(server, OBJDEF_BIOME)
40 // Create default biome to be used in case none exist
46 b->depth_filler = -MAX_MAP_GENERATION_LIMIT;
47 b->depth_water_top = 0;
48 b->depth_riverbed = 0;
49 b->min_pos = v3s16(-MAX_MAP_GENERATION_LIMIT,
50 -MAX_MAP_GENERATION_LIMIT, -MAX_MAP_GENERATION_LIMIT);
51 b->max_pos = v3s16(MAX_MAP_GENERATION_LIMIT,
52 MAX_MAP_GENERATION_LIMIT, MAX_MAP_GENERATION_LIMIT);
54 b->humidity_point = 0.0;
55 b->vertical_blend = 0;
57 b->m_nodenames.emplace_back("mapgen_stone");
58 b->m_nodenames.emplace_back("mapgen_stone");
59 b->m_nodenames.emplace_back("mapgen_stone");
60 b->m_nodenames.emplace_back("mapgen_water_source");
61 b->m_nodenames.emplace_back("mapgen_water_source");
62 b->m_nodenames.emplace_back("mapgen_river_water_source");
63 b->m_nodenames.emplace_back("mapgen_stone");
64 b->m_nodenames.emplace_back("ignore");
65 b->m_nodenames.emplace_back("ignore");
66 b->m_nnlistsizes.push_back(1);
67 b->m_nodenames.emplace_back("ignore");
68 b->m_nodenames.emplace_back("ignore");
69 b->m_nodenames.emplace_back("ignore");
70 m_ndef->pendNodeResolve(b);
76 void BiomeManager::clear()
78 EmergeManager *emerge = m_server->getEmergeManager();
80 // Remove all dangling references in Decorations
81 DecorationManager *decomgr = emerge->getWritableDecorationManager();
82 for (size_t i = 0; i != decomgr->getNumObjects(); i++) {
83 Decoration *deco = (Decoration *)decomgr->getRaw(i);
87 // Don't delete the first biome
88 for (size_t i = 1; i < m_objects.size(); i++)
89 delete (Biome *)m_objects[i];
95 BiomeManager *BiomeManager::clone() const
97 auto mgr = new BiomeManager();
99 ObjDefManager::cloneTo(mgr);
100 mgr->m_server = m_server;
104 ////////////////////////////////////////////////////////////////////////////////
106 void BiomeParamsOriginal::readParams(const Settings *settings)
108 settings->getNoiseParams("mg_biome_np_heat", np_heat);
109 settings->getNoiseParams("mg_biome_np_heat_blend", np_heat_blend);
110 settings->getNoiseParams("mg_biome_np_humidity", np_humidity);
111 settings->getNoiseParams("mg_biome_np_humidity_blend", np_humidity_blend);
115 void BiomeParamsOriginal::writeParams(Settings *settings) const
117 settings->setNoiseParams("mg_biome_np_heat", np_heat);
118 settings->setNoiseParams("mg_biome_np_heat_blend", np_heat_blend);
119 settings->setNoiseParams("mg_biome_np_humidity", np_humidity);
120 settings->setNoiseParams("mg_biome_np_humidity_blend", np_humidity_blend);
124 ////////////////////////////////////////////////////////////////////////////////
126 BiomeGenOriginal::BiomeGenOriginal(BiomeManager *biomemgr,
127 const BiomeParamsOriginal *params, v3s16 chunksize)
133 noise_heat = new Noise(¶ms->np_heat,
134 params->seed, m_csize.X, m_csize.Z);
135 noise_humidity = new Noise(¶ms->np_humidity,
136 params->seed, m_csize.X, m_csize.Z);
137 noise_heat_blend = new Noise(¶ms->np_heat_blend,
138 params->seed, m_csize.X, m_csize.Z);
139 noise_humidity_blend = new Noise(¶ms->np_humidity_blend,
140 params->seed, m_csize.X, m_csize.Z);
142 heatmap = noise_heat->result;
143 humidmap = noise_humidity->result;
145 biomemap = new biome_t[m_csize.X * m_csize.Z];
146 // Initialise with the ID of 'BIOME_NONE' so that cavegen can get the
147 // fallback biome when biome generation (which calculates the biomemap IDs)
149 memset(biomemap, 0, sizeof(biome_t) * m_csize.X * m_csize.Z);
152 BiomeGenOriginal::~BiomeGenOriginal()
157 delete noise_humidity;
158 delete noise_heat_blend;
159 delete noise_humidity_blend;
162 BiomeGen *BiomeGenOriginal::clone(BiomeManager *biomemgr) const
164 return new BiomeGenOriginal(biomemgr, m_params, m_csize);
167 float BiomeGenOriginal::calcHeatAtPoint(v3s16 pos) const
169 return NoisePerlin2D(&m_params->np_heat, pos.X, pos.Z, m_params->seed) +
170 NoisePerlin2D(&m_params->np_heat_blend, pos.X, pos.Z, m_params->seed);
173 float BiomeGenOriginal::calcHumidityAtPoint(v3s16 pos) const
175 return NoisePerlin2D(&m_params->np_humidity, pos.X, pos.Z, m_params->seed) +
176 NoisePerlin2D(&m_params->np_humidity_blend, pos.X, pos.Z, m_params->seed);
179 Biome *BiomeGenOriginal::calcBiomeAtPoint(v3s16 pos) const
181 return calcBiomeFromNoise(calcHeatAtPoint(pos), calcHumidityAtPoint(pos), pos);
185 void BiomeGenOriginal::calcBiomeNoise(v3s16 pmin)
189 noise_heat->perlinMap2D(pmin.X, pmin.Z);
190 noise_humidity->perlinMap2D(pmin.X, pmin.Z);
191 noise_heat_blend->perlinMap2D(pmin.X, pmin.Z);
192 noise_humidity_blend->perlinMap2D(pmin.X, pmin.Z);
194 for (s32 i = 0; i < m_csize.X * m_csize.Z; i++) {
195 noise_heat->result[i] += noise_heat_blend->result[i];
196 noise_humidity->result[i] += noise_humidity_blend->result[i];
201 biome_t *BiomeGenOriginal::getBiomes(s16 *heightmap, v3s16 pmin)
203 for (s16 zr = 0; zr < m_csize.Z; zr++)
204 for (s16 xr = 0; xr < m_csize.X; xr++) {
205 s32 i = zr * m_csize.X + xr;
206 Biome *biome = calcBiomeFromNoise(
207 noise_heat->result[i],
208 noise_humidity->result[i],
209 v3s16(pmin.X + xr, heightmap[i], pmin.Z + zr));
211 biomemap[i] = biome->index;
218 Biome *BiomeGenOriginal::getBiomeAtPoint(v3s16 pos) const
220 return getBiomeAtIndex(
221 (pos.Z - m_pmin.Z) * m_csize.X + (pos.X - m_pmin.X),
226 Biome *BiomeGenOriginal::getBiomeAtIndex(size_t index, v3s16 pos) const
228 return calcBiomeFromNoise(
229 noise_heat->result[index],
230 noise_humidity->result[index],
235 Biome *BiomeGenOriginal::calcBiomeFromNoise(float heat, float humidity, v3s16 pos) const
237 Biome *biome_closest = nullptr;
238 Biome *biome_closest_blend = nullptr;
239 float dist_min = FLT_MAX;
240 float dist_min_blend = FLT_MAX;
242 for (size_t i = 1; i < m_bmgr->getNumObjects(); i++) {
243 Biome *b = (Biome *)m_bmgr->getRaw(i);
245 pos.Y < b->min_pos.Y || pos.Y > b->max_pos.Y + b->vertical_blend ||
246 pos.X < b->min_pos.X || pos.X > b->max_pos.X ||
247 pos.Z < b->min_pos.Z || pos.Z > b->max_pos.Z)
250 float d_heat = heat - b->heat_point;
251 float d_humidity = humidity - b->humidity_point;
252 float dist = (d_heat * d_heat) + (d_humidity * d_humidity);
254 if (pos.Y <= b->max_pos.Y) { // Within y limits of biome b
255 if (dist < dist_min) {
259 } else if (dist < dist_min_blend) { // Blend area above biome b
260 dist_min_blend = dist;
261 biome_closest_blend = b;
265 // Carefully tune pseudorandom seed variation to avoid single node dither
266 // and create larger scale blending patterns similar to horizontal biome
268 const u64 seed = pos.Y + (heat + humidity) * 0.9f;
271 if (biome_closest_blend && dist_min_blend <= dist_min &&
272 rng.range(0, biome_closest_blend->vertical_blend) >=
273 pos.Y - biome_closest_blend->max_pos.Y)
274 return biome_closest_blend;
276 return (biome_closest) ? biome_closest : (Biome *)m_bmgr->getRaw(BIOME_NONE);
280 ////////////////////////////////////////////////////////////////////////////////
282 ObjDef *Biome::clone() const
284 auto obj = new Biome();
285 ObjDef::cloneTo(obj);
286 NodeResolver::cloneTo(obj);
291 obj->c_filler = c_filler;
292 obj->c_stone = c_stone;
293 obj->c_water_top = c_water_top;
294 obj->c_water = c_water;
295 obj->c_river_water = c_river_water;
296 obj->c_riverbed = c_riverbed;
297 obj->c_dust = c_dust;
298 obj->c_cave_liquid = c_cave_liquid;
299 obj->c_dungeon = c_dungeon;
300 obj->c_dungeon_alt = c_dungeon_alt;
301 obj->c_dungeon_stair = c_dungeon_stair;
303 obj->depth_top = depth_top;
304 obj->depth_filler = depth_filler;
305 obj->depth_water_top = depth_water_top;
306 obj->depth_riverbed = depth_riverbed;
308 obj->min_pos = min_pos;
309 obj->max_pos = max_pos;
310 obj->heat_point = heat_point;
311 obj->humidity_point = humidity_point;
312 obj->vertical_blend = vertical_blend;
317 void Biome::resolveNodeNames()
319 getIdFromNrBacklog(&c_top, "mapgen_stone", CONTENT_AIR, false);
320 getIdFromNrBacklog(&c_filler, "mapgen_stone", CONTENT_AIR, false);
321 getIdFromNrBacklog(&c_stone, "mapgen_stone", CONTENT_AIR, false);
322 getIdFromNrBacklog(&c_water_top, "mapgen_water_source", CONTENT_AIR, false);
323 getIdFromNrBacklog(&c_water, "mapgen_water_source", CONTENT_AIR, false);
324 getIdFromNrBacklog(&c_river_water, "mapgen_river_water_source", CONTENT_AIR, false);
325 getIdFromNrBacklog(&c_riverbed, "mapgen_stone", CONTENT_AIR, false);
326 getIdFromNrBacklog(&c_dust, "ignore", CONTENT_IGNORE, false);
327 getIdsFromNrBacklog(&c_cave_liquid);
328 getIdFromNrBacklog(&c_dungeon, "ignore", CONTENT_IGNORE, false);
329 getIdFromNrBacklog(&c_dungeon_alt, "ignore", CONTENT_IGNORE, false);
330 getIdFromNrBacklog(&c_dungeon_stair, "ignore", CONTENT_IGNORE, false);