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Mgv7: 1 up , 1 down overgeneration for chunk border continuity
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1 /*
2 Minetest
3 Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20
21 #include "mapgen.h"
22 #include "voxel.h"
23 #include "noise.h"
24 #include "mapblock.h"
25 #include "mapnode.h"
26 #include "map.h"
27 #include "content_sao.h"
28 #include "nodedef.h"
29 #include "voxelalgorithms.h"
30 #include "profiler.h"
31 #include "settings.h" // For g_settings
32 #include "main.h" // For g_profiler
33 #include "emerge.h"
34 #include "dungeongen.h"
35 #include "cavegen.h"
36 #include "treegen.h"
37 #include "mg_biome.h"
38 #include "mg_ore.h"
39 #include "mg_decoration.h"
40 #include "mapgen_v5.h"
41 #include "util/directiontables.h"
42
43
44 FlagDesc flagdesc_mapgen_v5[] = {
45         {NULL,         0}
46 };
47
48
49 MapgenV5::MapgenV5(int mapgenid, MapgenParams *params, EmergeManager *emerge)
50         : Mapgen(mapgenid, params, emerge)
51 {
52         this->m_emerge = emerge;
53         this->bmgr     = emerge->biomemgr;
54
55         // amount of elements to skip for the next index
56         // for noise/height/biome maps (not vmanip)
57         this->ystride = csize.X;
58         this->zstride = csize.X * (csize.Y + 2);
59
60         this->biomemap  = new u8[csize.X * csize.Z];
61         this->heightmap = new s16[csize.X * csize.Z];
62
63         MapgenV5Params *sp = (MapgenV5Params *)params->sparams;
64         this->spflags      = sp->spflags;
65
66         // Terrain noise
67         noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
68         noise_factor       = new Noise(&sp->np_factor,       seed, csize.X, csize.Z);
69         noise_height       = new Noise(&sp->np_height,       seed, csize.X, csize.Z);
70
71         // 3D terrain noise
72         noise_cave1        = new Noise(&sp->np_cave1,   seed, csize.X, csize.Y + 2, csize.Z);
73         noise_cave2        = new Noise(&sp->np_cave2,   seed, csize.X, csize.Y + 2, csize.Z);
74         noise_ground       = new Noise(&sp->np_ground,  seed, csize.X, csize.Y + 2, csize.Z);
75
76         // Biome noise
77         noise_heat         = new Noise(&params->np_biome_heat,     seed, csize.X, csize.Z);
78         noise_humidity     = new Noise(&params->np_biome_humidity, seed, csize.X, csize.Z);
79
80         //// Resolve nodes to be used
81         INodeDefManager *ndef = emerge->ndef;
82
83         c_stone           = ndef->getId("mapgen_stone");
84         c_dirt            = ndef->getId("mapgen_dirt");
85         c_dirt_with_grass = ndef->getId("mapgen_dirt_with_grass");
86         c_sand            = ndef->getId("mapgen_sand");
87         c_water_source    = ndef->getId("mapgen_water_source");
88         c_lava_source     = ndef->getId("mapgen_lava_source");
89         c_gravel          = ndef->getId("mapgen_gravel");
90         c_cobble          = ndef->getId("mapgen_cobble");
91         c_ice             = ndef->getId("default:ice");
92         c_desert_stone    = ndef->getId("mapgen_desert_stone");
93         c_mossycobble     = ndef->getId("mapgen_mossycobble");
94         c_sandbrick       = ndef->getId("mapgen_sandstonebrick");
95         c_stair_cobble    = ndef->getId("mapgen_stair_cobble");
96         c_stair_sandstone = ndef->getId("mapgen_stair_sandstone");
97         if (c_ice == CONTENT_IGNORE)
98                 c_ice = CONTENT_AIR;
99         if (c_mossycobble == CONTENT_IGNORE)
100                 c_mossycobble = c_cobble;
101         if (c_sandbrick == CONTENT_IGNORE)
102                 c_sandbrick = c_desert_stone;
103         if (c_stair_cobble == CONTENT_IGNORE)
104                 c_stair_cobble = c_cobble;
105         if (c_stair_sandstone == CONTENT_IGNORE)
106                 c_stair_sandstone = c_sandbrick;
107 }
108
109
110 MapgenV5::~MapgenV5()
111 {
112         delete noise_filler_depth;
113         delete noise_factor;
114         delete noise_height;
115         delete noise_cave1;
116         delete noise_cave2;
117         delete noise_ground;
118
119         delete noise_heat;
120         delete noise_humidity;
121
122         delete[] heightmap;
123         delete[] biomemap;
124 }
125
126
127 MapgenV5Params::MapgenV5Params()
128 {
129         spflags = 0;
130
131         np_filler_depth = NoiseParams(0, 1,  v3f(150, 150, 150), 261,    4, 0.7,  2.0);
132         np_factor       = NoiseParams(0, 1,  v3f(250, 250, 250), 920381, 3, 0.45, 2.0);
133         np_height       = NoiseParams(0, 10, v3f(250, 250, 250), 84174,  4, 0.5,  2.0);
134         np_cave1        = NoiseParams(0, 12, v3f(50,  50,  50),  52534,  4, 0.5,  2.0);
135         np_cave2        = NoiseParams(0, 12, v3f(50,  50,  50),  10325,  4, 0.5,  2.0);
136         np_ground       = NoiseParams(0, 40, v3f(80,  80,  80),  983240, 4, 0.55, 2.0, NOISE_FLAG_EASED);
137 }
138
139
140 //#define CAVE_NOISE_SCALE 12.0
141 //#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE) = 0.125
142
143
144 void MapgenV5Params::readParams(const Settings *settings)
145 {
146         settings->getFlagStrNoEx("mgv5_spflags", spflags, flagdesc_mapgen_v5);
147
148         settings->getNoiseParams("mgv5_np_filler_depth", np_filler_depth);
149         settings->getNoiseParams("mgv5_np_factor",       np_factor);
150         settings->getNoiseParams("mgv5_np_height",       np_height);
151         settings->getNoiseParams("mgv5_np_cave1",        np_cave1);
152         settings->getNoiseParams("mgv5_np_cave2",        np_cave2);
153         settings->getNoiseParams("mgv5_np_ground",       np_ground);
154 }
155
156
157 void MapgenV5Params::writeParams(Settings *settings) const
158 {
159         settings->setFlagStr("mgv5_spflags", spflags, flagdesc_mapgen_v5, (u32)-1);
160
161         settings->setNoiseParams("mgv5_np_filler_depth", np_filler_depth);
162         settings->setNoiseParams("mgv5_np_factor",       np_factor);
163         settings->setNoiseParams("mgv5_np_height",       np_height);
164         settings->setNoiseParams("mgv5_np_cave1",        np_cave1);
165         settings->setNoiseParams("mgv5_np_cave2",        np_cave2);
166         settings->setNoiseParams("mgv5_np_ground",       np_ground);
167 }
168
169
170 int MapgenV5::getGroundLevelAtPoint(v2s16 p)
171 {
172         //TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
173
174         float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
175         if (f < 0.01)
176                 f = 0.01;
177         else if (f >= 1.0)
178                 f *= 1.6;
179         float h = water_level + NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
180
181         s16 search_top = water_level + 15;
182         s16 search_base = water_level;
183
184         s16 level = -31000;
185         for (s16 y = search_top; y >= search_base; y--) {
186                 float n_ground = NoisePerlin3D(&noise_ground->np, p.X, y, p.Y, seed);
187                 if (n_ground * f > y - h) {
188                         if (y >= search_top - 7)
189                                 break;
190                         else
191                                 level = y;
192                                 break;
193                 }
194         }
195
196         //printf("getGroundLevelAtPoint: %dus\n", t.stop());
197         return level;
198 }
199
200
201 void MapgenV5::makeChunk(BlockMakeData *data)
202 {
203         // Pre-conditions
204         assert(data->vmanip);
205         assert(data->nodedef);
206         assert(data->blockpos_requested.X >= data->blockpos_min.X &&
207                 data->blockpos_requested.Y >= data->blockpos_min.Y &&
208                 data->blockpos_requested.Z >= data->blockpos_min.Z);
209         assert(data->blockpos_requested.X <= data->blockpos_max.X &&
210                 data->blockpos_requested.Y <= data->blockpos_max.Y &&
211                 data->blockpos_requested.Z <= data->blockpos_max.Z);
212
213         generating = true;
214         vm   = data->vmanip;
215         ndef = data->nodedef;
216         //TimeTaker t("makeChunk");
217
218         v3s16 blockpos_min = data->blockpos_min;
219         v3s16 blockpos_max = data->blockpos_max;
220         node_min = blockpos_min * MAP_BLOCKSIZE;
221         node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
222         full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
223         full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
224
225         // Create a block-specific seed
226         blockseed = getBlockSeed2(full_node_min, seed);
227
228         // Make some noise
229         calculateNoise();
230
231         // Generate base terrain
232         s16 stone_surface_max_y = generateBaseTerrain();
233
234         // Create heightmap
235         updateHeightmap(node_min, node_max);
236
237         // Create biomemap at heightmap surface
238         bmgr->calcBiomes(csize.X, csize.Z, noise_heat->result,
239                 noise_humidity->result, heightmap, biomemap);
240
241         // Actually place the biome-specific nodes
242         bool desert_stone = generateBiomes(noise_heat->result, noise_humidity->result);
243
244         // Generate caves
245         if ((flags & MG_CAVES) && (stone_surface_max_y >= node_min.Y))
246                 generateCaves(stone_surface_max_y);
247
248         // Generate dungeons and desert temples
249         if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
250                 DungeonParams dp;
251
252                 dp.np_rarity  = nparams_dungeon_rarity;
253                 dp.np_density = nparams_dungeon_density;
254                 dp.np_wetness = nparams_dungeon_wetness;
255                 dp.c_water = c_water_source;
256                 if (desert_stone) {
257                         dp.c_cobble  = c_sandbrick;
258                         dp.c_moss    = c_sandbrick; // should make this 'cracked sandstone' later
259                         dp.c_stair   = c_stair_sandstone;
260
261                         dp.diagonal_dirs = true;
262                         dp.mossratio  = 0.0;
263                         dp.holesize   = v3s16(2, 3, 2);
264                         dp.roomsize   = v3s16(2, 5, 2);
265                         dp.notifytype = GENNOTIFY_TEMPLE;
266                 } else {
267                         dp.c_cobble  = c_cobble;
268                         dp.c_moss    = c_mossycobble;
269                         dp.c_stair   = c_stair_cobble;
270
271                         dp.diagonal_dirs = false;
272                         dp.mossratio  = 3.0;
273                         dp.holesize   = v3s16(1, 2, 1);
274                         dp.roomsize   = v3s16(0, 0, 0);
275                         dp.notifytype = GENNOTIFY_DUNGEON;
276                 }
277
278                 DungeonGen dgen(this, &dp);
279                 dgen.generate(blockseed, full_node_min, full_node_max);
280         }
281
282         // Generate the registered decorations
283         m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
284
285         // Generate the registered ores
286         m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
287
288         // Sprinkle some dust on top after everything else was generated
289         dustTopNodes();
290
291         //printf("makeChunk: %dms\n", t.stop());
292
293         // Add top and bottom side of water to transforming_liquid queue
294         updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
295
296         // Calculate lighting
297         if (flags & MG_LIGHT) {
298                 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
299                         full_node_min, full_node_max);
300         }
301
302         this->generating = false;
303 }
304
305
306 void MapgenV5::calculateNoise()
307 {
308         //TimeTaker t("calculateNoise", NULL, PRECISION_MICRO);
309         int x = node_min.X;
310         int y = node_min.Y - 1;
311         int z = node_min.Z;
312
313         noise_factor->perlinMap2D(x, z);
314         noise_height->perlinMap2D(x, z);
315         noise_ground->perlinMap3D(x, y, z);
316
317         if (flags & MG_CAVES) {
318                 noise_cave1->perlinMap3D(x, y, z);
319                 noise_cave2->perlinMap3D(x, y, z);
320         }
321
322         if (node_max.Y >= water_level) {
323                 noise_filler_depth->perlinMap2D(x, z);
324                 noise_heat->perlinMap2D(x, z);
325                 noise_humidity->perlinMap2D(x, z);
326         }
327
328         //printf("calculateNoise: %dus\n", t.stop());
329 }
330
331
332 //bool is_cave(u32 index) {
333 //      double d1 = contour(noise_cave1->result[index]);
334 //      double d2 = contour(noise_cave2->result[index]);
335 //      return d1*d2 > CAVE_NOISE_THRESHOLD;
336 //}
337
338 //bool val_is_ground(v3s16 p, u32 index, u32 index2d) {
339 //      double f = 0.55 + noise_factor->result[index2d];
340 //      if(f < 0.01)
341 //              f = 0.01;
342 //      else if(f >= 1.0)
343 //              f *= 1.6;
344 //      double h = WATER_LEVEL + 10 * noise_height->result[index2d];
345 //      return (noise_ground->result[index] * f > (double)p.Y - h);
346 //}
347
348
349 int MapgenV5::generateBaseTerrain()
350 {
351         u32 index = 0;
352         u32 index2d = 0;
353         int stone_surface_max_y = -MAP_GENERATION_LIMIT;
354
355         for (s16 z=node_min.Z; z<=node_max.Z; z++) {
356                 for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
357                         u32 i = vm->m_area.index(node_min.X, y, z);
358                         for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
359                                 if (vm->m_data[i].getContent() != CONTENT_IGNORE)
360                                         continue;
361
362                                 float f = 0.55 + noise_factor->result[index2d];
363                                 if (f < 0.01)
364                                         f = 0.01;
365                                 else if (f >= 1.0)
366                                         f *= 1.6;
367                                 float h = noise_height->result[index2d];
368
369                                 if (noise_ground->result[index] * f < y - h) {
370                                         if (y <= water_level)
371                                                 vm->m_data[i] = MapNode(c_water_source);
372                                         else
373                                                 vm->m_data[i] = MapNode(CONTENT_AIR);
374                                 } else {
375                                         vm->m_data[i] = MapNode(c_stone);
376                                         if (y > stone_surface_max_y)
377                                                 stone_surface_max_y = y;
378                                 }
379                         }
380                         index2d -= ystride;
381                 }
382                 index2d += ystride;
383         }
384
385         return stone_surface_max_y;
386 }
387
388
389 bool MapgenV5::generateBiomes(float *heat_map, float *humidity_map)
390 {
391         if (node_max.Y < water_level)
392                 return false;
393
394         v3s16 em = vm->m_area.getExtent();
395         u32 index = 0;
396         bool desert_stone = false;
397
398         for (s16 z = node_min.Z; z <= node_max.Z; z++)
399         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
400                 Biome *biome = NULL;
401                 s16 dfiller = 0;
402                 s16 y0_top = 0;
403                 s16 y0_filler = 0;
404                 s16 depth_water_top = 0;
405
406                 s16 nplaced = 0;
407                 u32 i = vm->m_area.index(x, node_max.Y, z);
408
409                 content_t c_above = vm->m_data[i + em.X].getContent();
410                 bool have_air = c_above == CONTENT_AIR;
411
412                 for (s16 y = node_max.Y; y >= node_min.Y; y--) {
413                         content_t c = vm->m_data[i].getContent();
414
415                         if (c != CONTENT_IGNORE && c != CONTENT_AIR && (y == node_max.Y || have_air)) {
416                                 biome           = bmgr->getBiome(heat_map[index], humidity_map[index], y);
417                                 dfiller         = biome->depth_filler + noise_filler_depth->result[index];
418                                 y0_top          = biome->depth_top;
419                                 y0_filler       = biome->depth_top + dfiller;
420                                 depth_water_top = biome->depth_water_top;
421
422                                 if (biome->c_stone == c_desert_stone)
423                                         desert_stone = true;
424                         }
425
426                         if (c == c_stone && have_air) {
427                                 content_t c_below = vm->m_data[i - em.X].getContent();
428
429                                 if (c_below != CONTENT_AIR) {
430                                         if (nplaced < y0_top) {
431                                                 vm->m_data[i] = MapNode(biome->c_top);
432                                                 nplaced++;
433                                         } else if (nplaced < y0_filler && nplaced >= y0_top) {
434                                                 vm->m_data[i] = MapNode(biome->c_filler);
435                                                 nplaced++;
436                                         } else if (c == c_stone) {
437                                                 have_air = false;
438                                                 nplaced  = 0;
439                                                 vm->m_data[i] = MapNode(biome->c_stone);
440                                         } else {
441                                                 have_air = false;
442                                                 nplaced  = 0;
443                                         }
444                                 } else if (c == c_stone) {
445                                         have_air = false;
446                                         nplaced = 0;
447                                         vm->m_data[i] = MapNode(biome->c_stone);
448                                 }
449                         } else if (c == c_stone) {
450                                 have_air = false;
451                                 nplaced = 0;
452                                 vm->m_data[i] = MapNode(biome->c_stone);
453                         } else if (c == c_water_source) {
454                                 have_air = true;
455                                 nplaced = 0;
456                                 if (y > water_level - depth_water_top)
457                                         vm->m_data[i] = MapNode(biome->c_water_top);
458                                 else
459                                         vm->m_data[i] = MapNode(biome->c_water);
460                         } else if (c == CONTENT_AIR) {
461                                 have_air = true;
462                                 nplaced = 0;
463                         }
464
465                         vm->m_area.add_y(em, i, -1);
466                 }
467         }
468
469         return desert_stone;
470 }
471
472
473 void MapgenV5::generateCaves(int max_stone_y)
474 {
475         u32 index = 0;
476         u32 index2d = 0;
477
478         for (s16 z=node_min.Z; z<=node_max.Z; z++) {
479                 for (s16 y=node_min.Y - 1; y<=node_max.Y + 1; y++) {
480                         u32 i = vm->m_area.index(node_min.X, y, z);
481                         for (s16 x=node_min.X; x<=node_max.X; x++, i++, index++, index2d++) {
482                                 Biome *biome = (Biome *)bmgr->get(biomemap[index2d]);
483                                 content_t c = vm->m_data[i].getContent();
484                                 if (c == CONTENT_AIR
485                                                 || (y <= water_level
486                                                 && c != biome->c_stone
487                                                 && c != c_stone))
488                                         continue;
489
490                                 float d1 = contour(noise_cave1->result[index]);
491                                 float d2 = contour(noise_cave2->result[index]);
492                                 if (d1*d2 > 0.125)
493                                         vm->m_data[i] = MapNode(CONTENT_AIR);
494                         }
495                         index2d -= ystride;
496                 }
497                 index2d += ystride;
498         }
499
500         if (node_max.Y > LARGE_CAVE_DEPTH)
501                 return;
502
503         PseudoRandom ps(blockseed + 21343);
504         u32 bruises_count = (ps.range(1, 5) == 1) ? ps.range(1, 2) : 0;
505         for (u32 i = 0; i < bruises_count; i++) {
506                 CaveV5 cave(this, &ps);
507                 cave.makeCave(node_min, node_max, max_stone_y);
508         }
509 }
510
511
512 void MapgenV5::dustTopNodes()
513 {
514         if (node_max.Y < water_level)
515                 return;
516
517         v3s16 em = vm->m_area.getExtent();
518         u32 index = 0;
519
520         for (s16 z = node_min.Z; z <= node_max.Z; z++)
521         for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
522                 Biome *biome = (Biome *)bmgr->get(biomemap[index]);
523
524                 if (biome->c_dust == CONTENT_IGNORE)
525                         continue;
526
527                 u32 vi = vm->m_area.index(x, full_node_max.Y, z);
528                 content_t c_full_max = vm->m_data[vi].getContent();
529                 s16 y_start;
530
531                 if (c_full_max == CONTENT_AIR) {
532                         y_start = full_node_max.Y - 1;
533                 } else if (c_full_max == CONTENT_IGNORE) {
534                         vi = vm->m_area.index(x, node_max.Y + 1, z);
535                         content_t c_max = vm->m_data[vi].getContent();
536
537                         if (c_max == CONTENT_AIR)
538                                 y_start = node_max.Y;
539                         else
540                                 continue;
541                 } else {
542                         continue;
543                 }
544
545                 vi = vm->m_area.index(x, y_start, z);
546                 for (s16 y = y_start; y >= node_min.Y - 1; y--) {
547                         if (vm->m_data[vi].getContent() != CONTENT_AIR)
548                                 break;
549
550                         vm->m_area.add_y(em, vi, -1);
551                 }
552
553                 content_t c = vm->m_data[vi].getContent();
554                 if (!ndef->get(c).buildable_to && c != CONTENT_IGNORE && c != biome->c_dust) {
555                         vm->m_area.add_y(em, vi, 1);
556                         vm->m_data[vi] = MapNode(biome->c_dust);
557                 }
558         }
559 }
560