3 Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4 Copyright (C) 2010-2015 paramat, Matt Gregory
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.
28 #include "content_sao.h"
30 #include "voxelalgorithms.h"
31 //#include "profiler.h" // For TimeTaker
32 #include "settings.h" // For g_settings
34 #include "dungeongen.h"
39 #include "mg_decoration.h"
40 #include "mapgen_v7.h"
43 FlagDesc flagdesc_mapgen_v7[] = {
44 {"mountains", MGV7_MOUNTAINS},
45 {"ridges", MGV7_RIDGES},
50 ///////////////////////////////////////////////////////////////////////////////
53 MapgenV7::MapgenV7(int mapgenid, MapgenParams *params, EmergeManager *emerge)
54 : MapgenBasic(mapgenid, params, emerge)
56 MapgenV7Params *sp = (MapgenV7Params *)params->sparams;
58 this->spflags = sp->spflags;
59 this->cave_width = sp->cave_width;
62 noise_terrain_base = new Noise(&sp->np_terrain_base, seed, csize.X, csize.Z);
63 noise_terrain_alt = new Noise(&sp->np_terrain_alt, seed, csize.X, csize.Z);
64 noise_terrain_persist = new Noise(&sp->np_terrain_persist, seed, csize.X, csize.Z);
65 noise_height_select = new Noise(&sp->np_height_select, seed, csize.X, csize.Z);
66 noise_filler_depth = new Noise(&sp->np_filler_depth, seed, csize.X, csize.Z);
67 noise_mount_height = new Noise(&sp->np_mount_height, seed, csize.X, csize.Z);
68 noise_ridge_uwater = new Noise(&sp->np_ridge_uwater, seed, csize.X, csize.Z);
71 // 1-up 1-down overgeneration
72 noise_mountain = new Noise(&sp->np_mountain, seed, csize.X, csize.Y + 2, csize.Z);
73 noise_ridge = new Noise(&sp->np_ridge, seed, csize.X, csize.Y + 2, csize.Z);
75 MapgenBasic::np_cave1 = sp->np_cave1;
76 MapgenBasic::np_cave2 = sp->np_cave2;
78 // Content used for dungeon generation
79 c_cobble = ndef->getId("mapgen_cobble");
80 c_stair_cobble = ndef->getId("mapgen_stair_cobble");
81 c_mossycobble = ndef->getId("mapgen_mossycobble");
82 c_sandstonebrick = ndef->getId("mapgen_sandstonebrick");
83 c_stair_sandstonebrick = ndef->getId("mapgen_stair_sandstonebrick");
85 // Fall back to more basic content if not defined
86 if (c_mossycobble == CONTENT_IGNORE)
87 c_mossycobble = c_cobble;
88 if (c_stair_cobble == CONTENT_IGNORE)
89 c_stair_cobble = c_cobble;
90 if (c_sandstonebrick == CONTENT_IGNORE)
91 c_sandstonebrick = c_sandstone;
92 if (c_stair_sandstonebrick == CONTENT_IGNORE)
93 c_stair_sandstonebrick = c_sandstone;
99 delete noise_terrain_base;
100 delete noise_terrain_persist;
101 delete noise_height_select;
102 delete noise_terrain_alt;
103 delete noise_filler_depth;
104 delete noise_mount_height;
105 delete noise_ridge_uwater;
106 delete noise_mountain;
111 MapgenV7Params::MapgenV7Params()
113 spflags = MGV7_MOUNTAINS | MGV7_RIDGES;
116 np_terrain_base = NoiseParams(4, 70, v3f(600, 600, 600), 82341, 5, 0.6, 2.0);
117 np_terrain_alt = NoiseParams(4, 25, v3f(600, 600, 600), 5934, 5, 0.6, 2.0);
118 np_terrain_persist = NoiseParams(0.6, 0.1, v3f(2000, 2000, 2000), 539, 3, 0.6, 2.0);
119 np_height_select = NoiseParams(-8, 16, v3f(500, 500, 500), 4213, 6, 0.7, 2.0);
120 np_filler_depth = NoiseParams(0, 1.2, v3f(150, 150, 150), 261, 3, 0.7, 2.0);
121 np_mount_height = NoiseParams(256, 112, v3f(1000, 1000, 1000), 72449, 3, 0.6, 2.0);
122 np_ridge_uwater = NoiseParams(0, 1, v3f(1000, 1000, 1000), 85039, 5, 0.6, 2.0);
123 np_mountain = NoiseParams(-0.6, 1, v3f(250, 350, 250), 5333, 5, 0.63, 2.0);
124 np_ridge = NoiseParams(0, 1, v3f(100, 100, 100), 6467, 4, 0.75, 2.0);
125 np_cave1 = NoiseParams(0, 12, v3f(96, 96, 96), 52534, 4, 0.5, 2.0);
126 np_cave2 = NoiseParams(0, 12, v3f(96, 96, 96), 10325, 4, 0.5, 2.0);
130 void MapgenV7Params::readParams(const Settings *settings)
132 settings->getFlagStrNoEx("mgv7_spflags", spflags, flagdesc_mapgen_v7);
133 settings->getFloatNoEx("mgv7_cave_width", cave_width);
135 settings->getNoiseParams("mgv7_np_terrain_base", np_terrain_base);
136 settings->getNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
137 settings->getNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
138 settings->getNoiseParams("mgv7_np_height_select", np_height_select);
139 settings->getNoiseParams("mgv7_np_filler_depth", np_filler_depth);
140 settings->getNoiseParams("mgv7_np_mount_height", np_mount_height);
141 settings->getNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
142 settings->getNoiseParams("mgv7_np_mountain", np_mountain);
143 settings->getNoiseParams("mgv7_np_ridge", np_ridge);
144 settings->getNoiseParams("mgv7_np_cave1", np_cave1);
145 settings->getNoiseParams("mgv7_np_cave2", np_cave2);
149 void MapgenV7Params::writeParams(Settings *settings) const
151 settings->setFlagStr("mgv7_spflags", spflags, flagdesc_mapgen_v7, U32_MAX);
152 settings->setFloat("mgv7_cave_width", cave_width);
154 settings->setNoiseParams("mgv7_np_terrain_base", np_terrain_base);
155 settings->setNoiseParams("mgv7_np_terrain_alt", np_terrain_alt);
156 settings->setNoiseParams("mgv7_np_terrain_persist", np_terrain_persist);
157 settings->setNoiseParams("mgv7_np_height_select", np_height_select);
158 settings->setNoiseParams("mgv7_np_filler_depth", np_filler_depth);
159 settings->setNoiseParams("mgv7_np_mount_height", np_mount_height);
160 settings->setNoiseParams("mgv7_np_ridge_uwater", np_ridge_uwater);
161 settings->setNoiseParams("mgv7_np_mountain", np_mountain);
162 settings->setNoiseParams("mgv7_np_ridge", np_ridge);
163 settings->setNoiseParams("mgv7_np_cave1", np_cave1);
164 settings->setNoiseParams("mgv7_np_cave2", np_cave2);
168 ///////////////////////////////////////////////////////////////////////////////
171 int MapgenV7::getSpawnLevelAtPoint(v2s16 p)
173 // Base terrain calculation
174 s16 y = baseTerrainLevelAtPoint(p.X, p.Y);
176 // Ridge/river terrain calculation
178 float uwatern = NoisePerlin2D(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
179 // if inside a river this is an unsuitable spawn point
180 if (fabs(uwatern) <= width)
181 return MAX_MAP_GENERATION_LIMIT;
183 // Mountain terrain calculation
186 if (!getMountainTerrainAtPoint(p.X, y + 1, p.Y)) { // Air, y is ground level
187 if (y <= water_level || y > water_level + 16)
188 return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
195 // Unsuitable spawn point, no ground surface found
196 return MAX_MAP_GENERATION_LIMIT;
200 void MapgenV7::makeChunk(BlockMakeData *data)
203 assert(data->vmanip);
204 assert(data->nodedef);
205 assert(data->blockpos_requested.X >= data->blockpos_min.X &&
206 data->blockpos_requested.Y >= data->blockpos_min.Y &&
207 data->blockpos_requested.Z >= data->blockpos_min.Z);
208 assert(data->blockpos_requested.X <= data->blockpos_max.X &&
209 data->blockpos_requested.Y <= data->blockpos_max.Y &&
210 data->blockpos_requested.Z <= data->blockpos_max.Z);
212 this->generating = true;
213 this->vm = data->vmanip;
214 this->ndef = data->nodedef;
215 //TimeTaker t("makeChunk");
217 v3s16 blockpos_min = data->blockpos_min;
218 v3s16 blockpos_max = data->blockpos_max;
219 node_min = blockpos_min * MAP_BLOCKSIZE;
220 node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
221 full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
222 full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
224 blockseed = getBlockSeed2(full_node_min, seed);
226 // Generate terrain and ridges with initial heightmaps
227 s16 stone_surface_max_y = generateTerrain();
229 if (spflags & MGV7_RIDGES)
230 generateRidgeTerrain();
232 // Update heightmap to include mountain terrain
233 updateHeightmap(node_min, node_max);
235 // Init biome generator, place biome-specific nodes, and build biomemap
236 biomegen->calcBiomeNoise(node_min);
237 biomegen->getBiomes(heightmap);
238 MgStoneType stone_type = generateBiomes();
240 if (flags & MG_CAVES)
241 generateCaves(stone_surface_max_y, water_level);
243 if ((flags & MG_DUNGEONS) && (stone_surface_max_y >= node_min.Y)) {
246 dp.np_rarity = nparams_dungeon_rarity;
247 dp.np_density = nparams_dungeon_density;
248 dp.np_wetness = nparams_dungeon_wetness;
249 dp.c_water = c_water_source;
250 if (stone_type == MGSTONE_STONE) {
251 dp.c_cobble = c_cobble;
252 dp.c_moss = c_mossycobble;
253 dp.c_stair = c_stair_cobble;
255 dp.diagonal_dirs = false;
257 dp.holesize = v3s16(1, 2, 1);
258 dp.roomsize = v3s16(0, 0, 0);
259 dp.notifytype = GENNOTIFY_DUNGEON;
260 } else if (stone_type == MGSTONE_DESERT_STONE) {
261 dp.c_cobble = c_desert_stone;
262 dp.c_moss = c_desert_stone;
263 dp.c_stair = c_desert_stone;
265 dp.diagonal_dirs = true;
267 dp.holesize = v3s16(2, 3, 2);
268 dp.roomsize = v3s16(2, 5, 2);
269 dp.notifytype = GENNOTIFY_TEMPLE;
270 } else if (stone_type == MGSTONE_SANDSTONE) {
271 dp.c_cobble = c_sandstonebrick;
272 dp.c_moss = c_sandstonebrick;
273 dp.c_stair = c_sandstonebrick;
275 dp.diagonal_dirs = false;
277 dp.holesize = v3s16(2, 2, 2);
278 dp.roomsize = v3s16(2, 0, 2);
279 dp.notifytype = GENNOTIFY_DUNGEON;
282 DungeonGen dgen(this, &dp);
283 dgen.generate(blockseed, full_node_min, full_node_max);
286 // Generate the registered decorations
287 if (flags & MG_DECORATIONS)
288 m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
290 // Generate the registered ores
291 m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
293 // Sprinkle some dust on top after everything else was generated
296 //printf("makeChunk: %dms\n", t.stop());
298 updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
300 if (flags & MG_LIGHT)
301 calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
302 full_node_min, full_node_max);
304 //setLighting(node_min - v3s16(1, 0, 1) * MAP_BLOCKSIZE,
305 // node_max + v3s16(1, 0, 1) * MAP_BLOCKSIZE, 0xFF);
307 this->generating = false;
311 float MapgenV7::baseTerrainLevelAtPoint(s16 x, s16 z)
313 float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
314 hselect = rangelim(hselect, 0.0, 1.0);
316 float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
318 noise_terrain_base->np.persist = persist;
319 float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
321 noise_terrain_alt->np.persist = persist;
322 float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
324 if (height_alt > height_base)
327 return (height_base * hselect) + (height_alt * (1.0 - hselect));
331 float MapgenV7::baseTerrainLevelFromMap(int index)
333 float hselect = rangelim(noise_height_select->result[index], 0.0, 1.0);
334 float height_base = noise_terrain_base->result[index];
335 float height_alt = noise_terrain_alt->result[index];
337 if (height_alt > height_base)
340 return (height_base * hselect) + (height_alt * (1.0 - hselect));
344 bool MapgenV7::getMountainTerrainAtPoint(s16 x, s16 y, s16 z)
346 float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
347 float density_gradient = -((float)y / mnt_h_n);
348 float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
350 return mnt_n + density_gradient >= 0.0;
354 bool MapgenV7::getMountainTerrainFromMap(int idx_xyz, int idx_xz, s16 y)
356 float mounthn = noise_mount_height->result[idx_xz];
357 float density_gradient = -((float)y / mounthn);
358 float mountn = noise_mountain->result[idx_xyz];
360 return mountn + density_gradient >= 0.0;
364 int MapgenV7::generateTerrain()
366 MapNode n_air(CONTENT_AIR);
367 MapNode n_stone(c_stone);
368 MapNode n_water(c_water_source);
370 //// Calculate noise for terrain generation
371 noise_terrain_persist->perlinMap2D(node_min.X, node_min.Z);
372 float *persistmap = noise_terrain_persist->result;
374 noise_terrain_base->perlinMap2D(node_min.X, node_min.Z, persistmap);
375 noise_terrain_alt->perlinMap2D(node_min.X, node_min.Z, persistmap);
376 noise_height_select->perlinMap2D(node_min.X, node_min.Z);
378 if (spflags & MGV7_MOUNTAINS) {
379 noise_mountain->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
380 noise_mount_height->perlinMap2D(node_min.X, node_min.Z);
384 v3s16 em = vm->m_area.getExtent();
385 s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
388 for (s16 z = node_min.Z; z <= node_max.Z; z++)
389 for (s16 x = node_min.X; x <= node_max.X; x++, index2d++) {
390 s16 surface_y = baseTerrainLevelFromMap(index2d);
391 heightmap[index2d] = surface_y; // Create base terrain heightmap
393 if (surface_y > stone_surface_max_y)
394 stone_surface_max_y = surface_y;
396 u32 vi = vm->m_area.index(x, node_min.Y - 1, z);
397 u32 index3d = (z - node_min.Z) * zstride_1u1d + (x - node_min.X);
399 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
400 if (vm->m_data[vi].getContent() == CONTENT_IGNORE) {
401 if (y <= surface_y) {
402 vm->m_data[vi] = n_stone; // Base terrain
403 } else if ((spflags & MGV7_MOUNTAINS) &&
404 getMountainTerrainFromMap(index3d, index2d, y)) {
405 vm->m_data[vi] = n_stone; // Mountain terrain
406 if (y > stone_surface_max_y)
407 stone_surface_max_y = y;
408 } else if (y <= water_level) {
409 vm->m_data[vi] = n_water;
411 vm->m_data[vi] = n_air;
414 vm->m_area.add_y(em, vi, 1);
419 return stone_surface_max_y;
423 void MapgenV7::generateRidgeTerrain()
425 if (node_max.Y < water_level - 16)
428 noise_ridge->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
429 noise_ridge_uwater->perlinMap2D(node_min.X, node_min.Z);
431 MapNode n_water(c_water_source);
432 MapNode n_air(CONTENT_AIR);
436 for (s16 z = node_min.Z; z <= node_max.Z; z++)
437 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
438 u32 vi = vm->m_area.index(node_min.X, y, z);
439 for (s16 x = node_min.X; x <= node_max.X; x++, index++, vi++) {
440 int j = (z - node_min.Z) * csize.X + (x - node_min.X);
442 if (heightmap[j] < water_level - 16) // Use base terrain heightmap
445 float uwatern = noise_ridge_uwater->result[j] * 2;
446 if (fabs(uwatern) > width)
449 float altitude = y - water_level;
450 float height_mod = (altitude + 17) / 2.5;
451 float width_mod = width - fabs(uwatern);
452 float nridge = noise_ridge->result[index] * MYMAX(altitude, 0) / 7.0;
454 if (nridge + width_mod * height_mod < 0.6)
457 vm->m_data[vi] = (y > water_level) ? n_air : n_water;
463 ////////////////////////////////////////////////////////////////////////////////
466 //// Much of the stuff here has potential to become useful again at some point
467 //// in the future, but we don't want it to get lost or forgotten in version
472 int MapgenV7::generateMountainTerrain(s16 ymax)
474 MapNode n_stone(c_stone);
477 for (s16 z = node_min.Z; z <= node_max.Z; z++)
478 for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
479 u32 vi = vm->m_area.index(node_min.X, y, z);
480 for (s16 x = node_min.X; x <= node_max.X; x++) {
481 int index = (z - node_min.Z) * csize.X + (x - node_min.X);
482 content_t c = vm->m_data[vi].getContent();
484 if (getMountainTerrainFromMap(j, index, y)
485 && (c == CONTENT_AIR || c == c_water_source)) {
486 vm->m_data[vi] = n_stone;
502 void MapgenV7::carveRivers() {
503 MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
504 MapNode n_stone(c_stone);
509 for (s16 z = node_min.Z; z <= node_max.Z; z++)
510 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
511 float terrain_mod = noise_terrain_mod->result[index];
512 NoiseParams *np = noise_terrain_river->np;
513 np.persist = noise_terrain_persist->result[index];
514 float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
515 float height = terrain_river * (1 - abs(terrain_mod)) *
516 noise_terrain_river->np.scale;
517 height = log(height * height); //log(h^3) is pretty interesting for terrain
519 s16 y = heightmap[index];
520 if (height < 1.0 && y > river_depth &&
521 y - river_depth >= node_min.Y && y <= node_max.Y) {
523 for (s16 ry = y; ry != y - river_depth; ry--) {
524 u32 vi = vm->m_area.index(x, ry, z);
525 vm->m_data[vi] = n_air;
528 u32 vi = vm->m_area.index(x, y - river_depth, z);
529 vm->m_data[vi] = n_water_source;
537 void MapgenV7::addTopNodes()
539 v3s16 em = vm->m_area.getExtent();
543 for (s16 z = node_min.Z; z <= node_max.Z; z++)
544 for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
545 Biome *biome = bmgr->biomes[biomemap[index]];
547 //////////////////// First, add top nodes below the ridge
548 s16 y = ridge_heightmap[index];
550 // This cutoff is good enough, but not perfect.
551 // It will cut off potentially placed top nodes at chunk boundaries
554 if (y > node_max.Y) {
555 y = node_max.Y; // Let's see if we can still go downward anyway
556 u32 vi = vm->m_area.index(x, y, z);
557 content_t c = vm->m_data[vi].getContent();
558 if (ndef->get(c).walkable)
562 // N.B. It is necessary to search downward since ridge_heightmap[i]
563 // might not be the actual height, just the lowest part in the chunk
564 // where a ridge had been carved
565 u32 i = vm->m_area.index(x, y, z);
566 for (; y >= node_min.Y; y--) {
567 content_t c = vm->m_data[i].getContent();
568 if (ndef->get(c).walkable)
570 vm->m_area.add_y(em, i, -1);
573 if (y != node_min.Y - 1 && y >= water_level) {
574 ridge_heightmap[index] = y; //update ridgeheight
575 ntopnodes = biome->top_depth;
576 for (; y <= node_max.Y && ntopnodes; y++) {
578 vm->m_data[i] = MapNode(biome->c_top);
579 vm->m_area.add_y(em, i, 1);
581 // If dirt, grow grass on it.
582 if (y > water_level - 10 &&
583 vm->m_data[i].getContent() == CONTENT_AIR) {
584 vm->m_area.add_y(em, i, -1);
585 if (vm->m_data[i].getContent() == c_dirt)
586 vm->m_data[i] = MapNode(c_dirt_with_grass);
590 //////////////////// Now, add top nodes on top of the ridge
591 y = heightmap[index];
592 if (y > node_max.Y) {
593 y = node_max.Y; // Let's see if we can still go downward anyway
594 u32 vi = vm->m_area.index(x, y, z);
595 content_t c = vm->m_data[vi].getContent();
596 if (ndef->get(c).walkable)
600 i = vm->m_area.index(x, y, z);
601 for (; y >= node_min.Y; y--) {
602 content_t c = vm->m_data[i].getContent();
603 if (ndef->get(c).walkable)
605 vm->m_area.add_y(em, i, -1);
608 if (y != node_min.Y - 1) {
609 ntopnodes = biome->top_depth;
610 // Let's see if we've already added it...
611 if (y == ridge_heightmap[index] + ntopnodes - 1)
614 for (; y <= node_max.Y && ntopnodes; y++) {
616 vm->m_data[i] = MapNode(biome->c_top);
617 vm->m_area.add_y(em, i, 1);
619 // If dirt, grow grass on it.
620 if (y > water_level - 10 &&
621 vm->m_data[i].getContent() == CONTENT_AIR) {
622 vm->m_area.add_y(em, i, -1);
623 if (vm->m_data[i].getContent() == c_dirt)
624 vm->m_data[i] = MapNode(c_dirt_with_grass);